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The Arcade Learning Environment: An Evaluation Platform for General Agents

arXiv.org Artificial Intelligence

In this article we introduce the Arcade Learning Environment (ALE): both a challenge problem and a platform and methodology for evaluating the development of general, domain-independent AI technology. ALE provides an interface to hundreds of Atari 2600 game environments, each one different, interesting, and designed to be a challenge for human players. ALE presents significant research challenges for reinforcement learning, model learning, model-based planning, imitation learning, transfer learning, and intrinsic motivation. Most importantly, it provides a rigorous testbed for evaluating and comparing approaches to these problems. We illustrate the promise of ALE by developing and benchmarking domain-independent agents designed using well-established AI techniques for both reinforcement learning and planning. In doing so, we also propose an evaluation methodology made possible by ALE, reporting empirical results on over 55 different games. All of the software, including the benchmark agents, is publicly available.


Iterative Grassmannian Optimization for Robust Image Alignment

arXiv.org Machine Learning

Robust high-dimensional data processing has witnessed an exciting development in recent years, as theoretical results have shown that it is possible using convex programming to optimize data fit to a low-rank component plus a sparse outlier component. This problem is also known as Robust PCA, and it has found application in many areas of computer vision. In image and video processing and face recognition, the opportunity to process massive image databases is emerging as people upload photo and video data online in unprecedented volumes. However, data quality and consistency is not controlled in any way, and the massiveness of the data poses a serious computational challenge. In this paper we present t-GRASTA, or "Transformed GRASTA (Grassmannian Robust Adaptive Subspace Tracking Algorithm)". t-GRASTA iteratively performs incremental gradient descent constrained to the Grassmann manifold of subspaces in order to simultaneously estimate a decomposition of a collection of images into a low-rank subspace, a sparse part of occlusions and foreground objects, and a transformation such as rotation or translation of the image. We show that t-GRASTA is 4 $\times$ faster than state-of-the-art algorithms, has half the memory requirement, and can achieve alignment for face images as well as jittered camera surveillance images.


Safeguarding E-Commerce against Advisor Cheating Behaviors: Towards More Robust Trust Models for Handling Unfair Ratings

arXiv.org Artificial Intelligence

In electronic marketplaces, after each transaction buyers will rate the products provided by the sellers. To decide the most trustworthy sellers to transact with, buyers rely on trust models to leverage these ratings to evaluate the reputation of sellers. Although the high effectiveness of different trust models for handling unfair ratings have been claimed by their designers, recently it is argued that these models are vulnerable to more intelligent attacks, and there is an urgent demand that the robustness of the existing trust models has to be evaluated in a more comprehensive way. In this work, we classify the existing trust models into two broad categories and propose an extendable e-marketplace testbed to evaluate their robustness against different unfair rating attacks comprehensively. On top of highlighting the robustness of the existing trust models for handling unfair ratings is far from what they were claimed to be, we further propose and validate a novel combination mechanism for the existing trust models, Discount-then-Filter, to notably enhance their robustness against the investigated attacks.


Hacking Smart Machines with Smarter Ones: How to Extract Meaningful Data from Machine Learning Classifiers

arXiv.org Machine Learning

Machine Learning (ML) algorithms are used to train computers to perform a variety of complex tasks and improve with experience. Computers learn how to recognize patterns, make unintended decisions, or react to a dynamic environment. Certain trained machines may be more effective than others because they are based on more suitable ML algorithms or because they were trained through superior training sets. Although ML algorithms are known and publicly released, training sets may not be reasonably ascertainable and, indeed, may be guarded as trade secrets. While much research has been performed about the privacy of the elements of training sets, in this paper we focus our attention on ML classifiers and on the statistical information that can be unconsciously or maliciously revealed from them. We show that it is possible to infer unexpected but useful information from ML classifiers. In particular, we build a novel meta-classifier and train it to hack other classifiers, obtaining meaningful information about their training sets. This kind of information leakage can be exploited, for example, by a vendor to build more effective classifiers or to simply acquire trade secrets from a competitor's apparatus, potentially violating its intellectual property rights.


A lasso for hierarchical interactions

arXiv.org Machine Learning

We add a set of convex constraints to the lasso to produce sparse interaction models that honor the hierarchy restriction that an interaction only be included in a model if one or both variables are marginally important. We give a precise characterization of the effect of this hierarchy constraint, prove that hierarchy holds with probability one and derive an unbiased estimate for the degrees of freedom of our estimator. A bound on this estimate reveals the amount of fitting "saved" by the hierarchy constraint. We distinguish between parameter sparsity - the number of nonzero coefficients - and practical sparsity - the number of raw variables one must measure to make a new prediction. Hierarchy focuses on the latter, which is more closely tied to important data collection concerns such as cost, time and effort. We develop an algorithm, available in the R package hierNet, and perform an empirical study of our method.


Machine Learning with Operational Costs

arXiv.org Machine Learning

This work proposes a way to align statistical modeling with decision making. We provide a method that propagates the uncertainty in predictive modeling to the uncertainty in operational cost, where operational cost is the amount spent by the practitioner in solving the problem. The method allows us to explore the range of operational costs associated with the set of reasonable statistical models, so as to provide a useful way for practitioners to understand uncertainty. To do this, the operational cost is cast as a regularization term in a learning algorithm's objective function, allowing either an optimistic or pessimistic view of possible costs, depending on the regularization parameter. From another perspective, if we have prior knowledge about the operational cost, for instance that it should be low, this knowledge can help to restrict the hypothesis space, and can help with generalization. We provide a theoretical generalization bound for this scenario. We also show that learning with operational costs is related to robust optimization.


Joint estimation of sparse multivariate regression and conditional graphical models

arXiv.org Machine Learning

Multivariate regression model is a natural generalization of the classical univari- ate regression model for fitting multiple responses. In this paper, we propose a high- dimensional multivariate conditional regression model for constructing sparse estimates of the multivariate regression coefficient matrix that accounts for the dependency struc- ture among the multiple responses. The proposed method decomposes the multivariate regression problem into a series of penalized conditional log-likelihood of each response conditioned on the covariates and other responses. It allows simultaneous estimation of the sparse regression coefficient matrix and the sparse inverse covariance matrix. The asymptotic selection consistency and normality are established for the diverging dimension of the covariates and number of responses. The effectiveness of the pro- posed method is also demonstrated in a variety of simulated examples as well as an application to the Glioblastoma multiforme cancer data.


A Behavioural Foundation for Natural Computing and a Programmability Test

arXiv.org Artificial Intelligence

What does it mean to claim that a physical or natural system computes? One answer, endorsed here, is that computing is about programming a system to behave in different ways. This paper offers an account of what it means for a physical system to compute based on this notion. It proposes a behavioural characterisation of computing in terms of a measure of programmability, which reflects a system's ability to react to external stimuli. The proposed measure of programmability is useful for classifying computers in terms of the apparent algorithmic complexity of their evolution in time. I make some specific proposals in this connection and discuss this approach in the context of other behavioural approaches, notably Turing's test of machine intelligence. I also anticipate possible objections and consider the applicability of these proposals to the task of relating abstract computation to nature-like computation.


Sharing Rewards in Cooperative Connectivity Games

Journal of Artificial Intelligence Research

We consider how selfish agents are likely to share revenues derived from maintaining connectivity between important network servers. We model a network where a failure of one node may disrupt communication between other nodes as a cooperative game called the vertex Connectivity Game (CG). In this game, each agent owns a vertex, and controls all the edges going to and from that vertex. A coalition of agents wins if it fully connects a certain subset of vertices in the graph, called the primary vertices. Power indices measure an agent's ability to affect the outcome of the game. We show that in our domain, such indices can be used to both determine the fair share of the revenues an agent is entitled to, and identify significant possible points of failure affecting the reliability of communication in the network. We show that in general graphs, calculating the Shapley and Banzhaf power indices is #P-complete, but suggest a polynomial algorithm for calculating them in trees. We also investigate finding stable payoff divisions of the revenues in CGs, captured by the game theoretic solution of the core, and its relaxations, the epsilon-core and least core. We show a polynomial algorithm for computing the core of a CG, but show that testing whether an imputation is in the epsilon-core is coNP-complete. Finally, we show that for trees, it is possible to test for epsilon-core imputations in polynomial time.


The Arcade Learning Environment: An Evaluation Platform for General Agents

Journal of Artificial Intelligence Research

In this article we introduce the Arcade Learning Environment (ALE): both a challenge problem and a platform and methodology for evaluating the development of general, domain-independent AI technology. ALE provides an interface to hundreds of Atari 2600 game environments, each one different, interesting, and designed to be a challenge for human players. ALE presents significant research challenges for reinforcement learning, model learning, model-based planning, imitation learning, transfer learning, and intrinsic motivation. Most importantly, it provides a rigorous testbed for evaluating and comparing approaches to these problems. We illustrate the promise of ALE by developing and benchmarking domain-independent agents designed using well-established AI techniques for both reinforcement learning and planning. In doing so, we also propose an evaluation methodology made possible by ALE, reporting empirical results on over 55 different games. All of the software, including the benchmark agents, is publicly available.