Goto

Collaborating Authors

 Industry


Hypothesis Exploration for Malware Detection Using Planning

AAAI Conferences

In this paper we apply AI planning to address the hypothesis exploration problem and provide assistance to network administrators in detecting malware based on unreliable observations derived from network traffic.Building on the already established characterization and use of AI planning for similar problems, we propose a formulation of the hypothesis generation problem for malware detection as an AI planning problem with temporally extended goals and actions costs. Furthermore, we propose a notion of hypothesis ``plausibility'' under unreliable observations, which we model as plan quality. We then show that in the presence of unreliable observations, simply finding one most ``plausible'' hypothesis, although challenging, is not sufficient for effective malware detection. To that end, we propose a method for applying a state-of-the-art planner within a principled exploration process, to generate multiple distinct high-quality plans. We experimentally evaluate this approach by generating random problems of varying hardness both with respect to the number of observations, as well as the degree of unreliability. Based on these experiments, we argue that our approach presents a significant improvement over prior work that are focused on finding a single optimal plan, and that our hypothesis exploration application can motivate the development of new planners capable of generating the top high-quality plans.


Mixed Heuristic Local Search for Protein Structure Prediction

AAAI Conferences

Protein structure prediction is an unsolved problem in computational biology. One great difficulty is due to the unknown factors in the actual energy function. Moreover, the energy models available are often not very informative particularly when spatially similar structures are compared during search. We introduce several novel heuristics to augment the energy model and present a new local search algorithm that exploits these heuristics in a mixed fashion. Although the heuristics individually are weaker in performance than the energy function, their combination interestingly produces stronger results. For standard benchmark proteins on the face centered cubic lattice and a realistic 20x20 energy model, we obtain structures with significantly lower energy than those obtained by the state-of-the-art algorithms. We also report results for these proteins using the same energy model on the cubic lattice.


Optimizing Objective Function Parameters for Strength in Computer Game-Playing

AAAI Conferences

The learning of evaluation functions from game records has been widely studied in the field of computer game-playing. Conventional learning methods optimize the evaluation function parameters by using the game records of expert players in order to imitate their plays. Such conventional methods utilize objective functions to increase the agreement between the moves selected by game-playing programs and the moves in the records of actual games. The methods, however, have a problem in that increasing the agreement does not always improve the strength of a program. Indeed, it is not clear how this agreement relates to the strength of a trained program. To address this problem, this paper presents a learning method to optimize objective function parameters for strength in game-playing. The proposed method employs an evolutionary learning algorithm with the strengths (Elo ratings) of programs as their fitness scores. Experimental results show that the proposed method is effective since programs using the objective function produced by the proposed method are superior to those using conventional objective functions.


Active Task Selection for Lifelong Machine Learning

AAAI Conferences

In a lifelong learning framework, an agent acquires knowledge incrementally over consecutive learning tasks, continually building upon its experience. Recent lifelong learning algorithms have achieved nearly identical performance to batch multi-task learning methods while reducing learning time by three orders of magnitude. In this paper, we further improve the scalability of lifelong learning by developing curriculum selection methods that enable an agent to actively select the next task to learn in order to maximize performance on future learning tasks. We demonstrate that active task selection is highly reliable and effective, allowing an agent to learn high performance models using up to 50% fewer tasks than when the agent has no control over the task order. We also explore a variant of transfer learning in the lifelong learning setting in which the agent can focus knowledge acquisition toward a particular target task.


Enforcing Meter in Finite-Length Markov Sequences

AAAI Conferences

Markov processes are increasingly used to generate finite-length sequences that imitate a given style. However, Markov processes are notoriously difficult to control. Recently, Markov constraints have been introduced to give users some control on generated sequences. Markov constraints reformulate finite-length Markov sequence generation in the framework of constraint satisfaction (CSP). However, in practice, this approach is limited to local constraints and its performance is low for global constraints, such as cardinality or arithmetic constraints. This limitation prevents generated sequences to follow structural properties which are independent of the style, but inherent to the domain, such as meter. In this article, we introduce meter, a constraint that ensures a sequence is 1) Markovian with regards to a given corpus and 2) follows metrical rules expressed as cumulative cost functions. Additionally, meter can simultaneously enforce cardinality constraints. We propose a domain consistency algorithm whose complexity is pseudo-polynomial. This result is obtained thanks to a theorem on the growth of sumsets by Khovanskii. We illustrate our constraint on meter-constrained music generation problems that were so far not solvable by any other technique.


Continuous Conditional Random Fields for Efficient Regression in Large Fully Connected Graphs

AAAI Conferences

When used for structured regression, powerful Conditional Random Fields (CRFs) are typically restricted to modeling effects of interactions among examples in local neighborhoods. Using more expressive representation would result in dense graphs, making these methods impractical for large-scale applications. To address this issue, we propose an effective CRF model with linear scale-up properties regarding approximate learning and inference for structured regression on large, fully connected graphs. The proposed method is validated on real-world large-scale problems of image de-noising and remote sensing. In conducted experiments, we demonstrated that dense connectivity provides an improvement in prediction accuracy. Inference time of less than ten seconds on graphs with millions of nodes and trillions of edges makes the proposed model an attractive tool for large-scale, structured regression problems.


Multiagent Learning with a Noisy Global Reward Signal

AAAI Conferences

Scaling multiagent reinforcement learning to domains with many agents is a complex problem. In particular, multiagent credit assignment becomes a key issue as the system size increases. Some multiagent systems suffer from a global reward signal that is very noisy or difficult to analyze. This makes deriving a learnable local reward signal very difficult. Difference rewards (a particular instance of reward shaping) have been used to alleviate this concern, but they remain difficult to compute in many domains. In this paper we present an approach to modeling the global reward using function approximation that allows the quick computation of local rewards. We demonstrate how this model can result in significant improvements in behavior for three congestion problems: a multiagent ``bar problem'', a complex simulation of the United States airspace, and a generic air traffic domain. We show how the model of the global reward may be either learned on- or off-line using either linear functions or neural networks. For the bar problem, we show an increase in reward of nearly 200% over learning using the global reward directly. For the air traffic problem, we show a decrease in costs of 25% over learning using the global reward directly.


Bribery in Voting With Soft Constraints

AAAI Conferences

We consider a multi-agent scenario where a collection of agents needs to select a common decision from a large set of decisions over which they express their preferences. This decision set has a combinatorial structure, that is, each decision is an element of the Cartesian product of the domains of some variables. Agents express their preferences over the decisions via soft constraints. We consider both sequential preference aggregation methods (they aggregate the preferences over one variable at a time) and one-step methods and we study the computational complexity of influencing them through bribery. We prove that bribery is NPcomplete for the sequential aggregation methods (based on Plurality, Approval, and Borda) for most of the cost schemes we defined, while it is polynomial for one-step Plurality.


An Agent Design for Repeated Negotiation and Information Revelation with People

AAAI Conferences

Many negotiations in the real world are characterized by incomplete information, and participants' success depends on their ability to reveal information in a way that facilitates agreement without compromising the individual gains of agents. This paper presents a novel agent design for repeated negotiation in incomplete information settings that learns to reveal information strategically during the negotiation process. The agent used classical machine learning techniques to predict how people make and respond to offers during the negotiation, how they reveal information and their response to potential revelation actions by the agent. The agent was evaluated empirically in an extensive empirical study spanning hundreds of human subjects. Results show that the agent was able to outperform people. In particular, it learned (1) to make offers that were beneficial to people while not compromising its own benefit; (2) to incrementally reveal information to people in a way that increased its expected performance. The approach generalizes to new settings without the need to acquire additional data. This work demonstrates the efficacy of combining machine learning with opponent modeling techniques towards the design of computer agents for negotiating with people in settings of incomplete information.


PAC Optimal Exploration in Continuous Space Markov Decision Processes

AAAI Conferences

Current exploration algorithms can be classified in two broad categories: Heuristic, and PAC optimal. While numerous researchers have used heuristic approaches such as epsilon-greedy exploration successfully, such approaches lack formal, finite sample guarantees and may need a significant amount of fine-tuning to produce good results. PAC optimal exploration algorithms, on the other hand, offer strong theoretical guarantees but are inapplicable in domains of realistic size. The goal of this paper is to bridge the gap between theory and practice, by introducing C-PACE, an algorithm which offers strong theoretical guarantees and can be applied to interesting, continuous space problems.