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 Markov Models


Malware Detection Using Dynamic Birthmarks

arXiv.org Machine Learning

In this paper, we explore the effectiveness of dynamic analysis techniques for identifying malware, using Hidden Markov Models (HMMs) and Profile Hidden Markov Models (PHMMs), both trained on sequences of API calls. We contrast our results to static analysis using HMMs trained on sequences of opcodes, and show that dynamic analysis achieves significantly stronger results in many cases. Furthermore, in contrasting our two dynamic analysis techniques, we find that using PHMMs consistently outperforms our analysis based on HMMs.


Solving Markov Decision Processes with Reachability Characterization from Mean First Passage Times

arXiv.org Artificial Intelligence

A new mechanism for efficiently solving the Markov decision processes (MDPs) is proposed in this paper. We introduce the notion of reachability landscape where we use the Mean First Passage Time (MFPT) as a means to characterize the reachability of every state in the state space. We show that such reachability characterization very well assesses the importance of states and thus provides a natural basis for effectively prioritizing states and approximating policies. Built on such a novel observation, we design two new algorithms -- Mean First Passage Time based Value Iteration (MFPT-VI) and Mean First Passage Time based Policy Iteration (MFPT-PI) -- that have been modified from the state-of-the-art solution methods. To validate our design, we have performed numerical evaluations in robotic decision-making scenarios, by comparing the proposed new methods with corresponding classic baseline mechanisms. The evaluation results showed that MFPT-VI and MFPT-PI have outperformed the state-of-the-art solutions in terms of both practical runtime and number of iterations. Aside from the advantage of fast convergence, this new solution method is intuitively easy to understand and practically simple to implement.


Optimal Decision-Making in Mixed-Agent Partially Observable Stochastic Environments via Reinforcement Learning

arXiv.org Artificial Intelligence

Optimal decision making with limited or no information in stochastic environments where multiple agents interact is a challenging topic in the realm of artificial intelligence. Reinforcement learning (RL) is a popular approach for arriving at optimal strategies by predicating stimuli, such as the reward for following a strategy, on experience. RL is heavily explored in the single-agent context, but is a nascent concept in multiagent problems. To this end, I propose several principled model-free and partially model-based reinforcement learning approaches for several multiagent settings. In the realm of normative reinforcement learning, I introduce scalable extensions to Monte Carlo exploring starts for partially observable Markov Decision Processes (POMDP), dubbed MCES-P, where I expand the theory and algorithm to the multiagent setting. I first examine MCES-P with probably approximately correct (PAC) bounds in the context of multiagent setting, showing MCESP+PAC holds in the presence of other agents. I then propose a more sample-efficient methodology for antagonistic settings, MCESIP+PAC. For cooperative settings, I extend MCES-P to the Multiagent POMDP, dubbed MCESMP+PAC. I then explore the use of reinforcement learning as a methodology in searching for optima in realistic and latent model environments. First, I explore a parameterized Q-learning approach in modeling humans learning to reason in an uncertain, multiagent environment. Next, I propose an implementation of MCES-P, along with image segmentation, to create an adaptive team-based reinforcement learning technique to positively identify the presence of phenotypically-expressed water and pathogen stress in crop fields.


Deep Speech Enhancement for Reverberated and Noisy Signals using Wide Residual Networks

arXiv.org Machine Learning

This paper proposes a deep speech enhancement method which exploits the high potential of residual connections in a wide neural network architecture, a topology known as Wide Residual Network. This is supported on single dimensional convolutions computed alongside the time domain, which is a powerful approach to process contextually correlated representations through the temporal domain, such as speech feature sequences. We find the residual mechanism extremely useful for the enhancement task since the signal always has a linear shortcut and the non-linear path enhances it in several steps by adding or subtracting corrections. The enhancement capacity of the proposal is assessed by objective quality metrics and the performance of a speech recognition system. This was evaluated in the framework of the REVERB Challenge dataset, including simulated and real samples of reverberated and noisy speech signals. Results showed that enhanced speech from the proposed method succeeded for both, the enhancement task with intelligibility purposes and the speech recognition system. The DNN model, trained with artificial synthesized reverberation data, was able to deal with far-field reverberated speech from real scenarios. Furthermore, the method was able to take advantage of the residual connection achieving to enhance signals with low noise level, which is usually a strong handicap of traditional enhancement methods.


Reachability and Differential based Heuristics for Solving Markov Decision Processes

arXiv.org Artificial Intelligence

The solution convergence of Markov Decision Processes (MDPs) can be accelerated by prioritized sweeping of states ranked by their potential impacts to other states. In this paper, we present new heuristics to speed up the solution convergence of MDPs. First, we quantify the level of reachability of every state using the Mean First Passage Time (MFPT) and show that such reachability characterization very well assesses the importance of states which is used for effective state prioritization. Then, we introduce the notion of backup differentials as an extension to the prioritized sweeping mechanism, in order to evaluate the impacts of states at an even finer scale. Finally, we extend the state prioritization to the temporal process, where only partial sweeping can be performed during certain intermediate value iteration stages. To validate our design, we have performed numerical evaluations by comparing the proposed new heuristics with corresponding classic baseline mechanisms. The evaluation results showed that our reachability based framework and its differential variants have outperformed the state-of-the-art solutions in terms of both practical runtime and number of iterations.


Reinforcement Learning Using Quantum Boltzmann Machines

arXiv.org Artificial Intelligence

We investigate whether quantum annealers with select chip layouts can outperform classical computers in reinforcement learning tasks. We associate a transverse field Ising spin Hamiltonian with a layout of qubits similar to that of a deep Boltzmann machine (DBM) and use simulated quantum annealing (SQA) to numerically simulate quantum sampling from this system. We design a reinforcement learning algorithm in which the set of visible nodes representing the states and actions of an optimal policy are the first and last layers of the deep network. In absence of a transverse field, our simulations show that DBMs are trained more effectively than restricted Boltzmann machines (RBM) with the same number of nodes. We then develop a framework for training the network as a quantum Boltzmann machine (QBM) in the presence of a significant transverse field for reinforcement learning. This method also outperforms the reinforcement learning method that uses RBMs.


Introducing Neuromodulation in Deep Neural Networks to Learn Adaptive Behaviours

arXiv.org Machine Learning

In this paper, we propose a new deep neural network architecture, called NMD net, that has been specifically designed to learn adaptive behaviours. This architecture exploits a biological mechanism called neuromodulation that sustains adaptation in biological organisms. This architecture has been introduced in a deep-reinforcement learning architecture for interacting with Markov decision processes in a meta-reinforcement learning setting where the action space is continuous. The deep-reinforcement learning architecture is trained using an advantage actor-critic algorithm. Experiments are carried on several test problems. Results show that the neural network architecture with neuromodulation provides significantly better results than state-of-the-art recurrent neural networks which do not exploit this mechanism.


A Survey on Multi-output Learning

arXiv.org Machine Learning

Multi-output learning aims to simultaneously predict multiple outputs given an input. It is an important learning problem due to the pressing need for sophisticated decision making in real-world applications. Inspired by big data, the 4Vs characteristics of multi-output imposes a set of challenges to multi-output learning, in terms of the volume, velocity, variety and veracity of the outputs. Increasing number of works in the literature have been devoted to the study of multi-output learning and the development of novel approaches for addressing the challenges encountered. However, it lacks a comprehensive overview on different types of challenges of multi-output learning brought by the characteristics of the multiple outputs and the techniques proposed to overcome the challenges. This paper thus attempts to fill in this gap to provide a comprehensive review on this area. We first introduce different stages of the life cycle of the output labels. Then we present the paradigm on multi-output learning, including its myriads of output structures, definitions of its different sub-problems, model evaluation metrics and popular data repositories used in the study. Subsequently, we review a number of state-of-the-art multi-output learning methods, which are categorized based on the challenges.


Tighter Problem-Dependent Regret Bounds in Reinforcement Learning without Domain Knowledge using Value Function Bounds

arXiv.org Machine Learning

Strong worst-case performance bounds for episodic reinforcement learning exist but fortunately in practice RL algorithms perform much better than such bounds would predict. Algorithms and theory that provide strong problem-dependent bounds could help illuminate the key features of what makes a RL problem hard and reduce the barrier to using RL algorithms in practice. As a step towards this we derive an algorithm for finite horizon discrete MDPs and associated analysis that both yields state-of-the art worst-case regret bounds in the dominant terms and yields substantially tighter bounds if the RL environment has small environmental norm, which is a function of the variance of the next-state value functions. An important benefit of our algorithmic is that it does not require apriori knowledge of a bound on the environmental norm. As a result of our analysis, we also help address an open learning theory question~\cite{jiang2018open} about episodic MDPs with a constant upper-bound on the sum of rewards, providing a regret bound with no $H$-dependence in the leading term that scales a polynomial function of the number of episodes.


A Theoretical Analysis of Deep Q-Learning

arXiv.org Machine Learning

Despite the great empirical success of deep reinforcement learning, its theoretical foundation is less well understood. In this work, we make the first attempt to theoretically understand the deep Q-network (DQN) algorithm (Mnih et al., 2015) from both algorithmic and statistical perspectives. In specific, we focus on a slight simplification of DQN that fully captures its key features. Under mild assumptions, we establish the algorithmic and statistical rates of convergence for the action-value functions of the iterative policy sequence obtained by DQN. In particular, the statistical error characterizes the bias and variance that arise from approximating the action-value function using deep neural network, while the algorithmic error converges to zero at a geometric rate. As a byproduct, our analysis provides justifications for the techniques of experience replay and target network, which are crucial to the empirical success of DQN. Furthermore, as a simple extension of DQN, we propose the Minimax-DQN algorithm for zero-sum Markov game with two players. Borrowing the analysis of DQN, we also quantify the difference between the policies obtained by Minimax-DQN and the Nash equilibrium of the Markov game in terms of both the algorithmic and statistical rates of convergence.