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How to detect an anomaly in artificial intelligence? Anomaly/outlier - Pinaki Laskar on LinkedIn

#artificialintelligence

How to detect an anomaly in artificial intelligence? Anomaly/outlier detection is the identification of rare events, items, or observations which are suspicious because they differ significantly from standard behaviors or patterns. Anomalies in data are also called standard deviations, outliers, noise, novelties, and exceptions. Anomaly detection is identifying data points in data that don't fit the normal patterns, as the normal Gaussian distribution or random samples/IID, a collection of independent and identically distributed random variables. Machine learning methods allow to automate anomaly detection and make it more effective, especially when large datasets are involved.


Training Latent Variable Models with Auto-encoding Variational Bayes: A Tutorial

arXiv.org Artificial Intelligence

Auto-encoding Variational Bayes (AEVB) is a powerful and general algorithm for fitting latent variable models (a promising direction for unsupervised learning), and is well-known for training the Variational Auto-Encoder (VAE). In this tutorial, we focus on motivating AEVB from the classic Expectation Maximization (EM) algorithm, as opposed to from deterministic auto-encoders. Though natural and somewhat self-evident, the connection between EM and AEVB is not emphasized in the recent deep learning literature, and we believe that emphasizing this connection can improve the community's understanding of AEVB. In particular, we find it especially helpful to view (1) optimizing the evidence lower bound (ELBO) with respect to inference parameters as approximate E-step and (2) optimizing ELBO with respect to generative parameters as approximate M-step; doing both simultaneously as in AEVB is then simply tightening and pushing up ELBO at the same time. We discuss how approximate E-step can be interpreted as performing variational inference. Important concepts such as amortization and the reparametrization trick are discussed in great detail. Finally, we derive from scratch the AEVB training procedures of a non-deep and several deep latent variable models, including VAE, Conditional VAE, Gaussian Mixture VAE and Variational RNN. It is our hope that readers would recognize AEVB as a general algorithm that can be used to fit a wide range of latent variable models (not just VAE), and apply AEVB to such models that arise in their own fields of research. PyTorch code for all included models are publicly available.


Model-Free Generative Replay for Lifelong Reinforcement Learning: Application to Starcraft-2

arXiv.org Artificial Intelligence

One approach to meet the challenges of deep lifelong reinforcement learning (LRL) is careful management of the agent's learning experiences, to learn (without forgetting) and build internal meta-models (of the tasks, environments, agents, and world). Generative replay (GR) is a biologically inspired replay mechanism that augments learning experiences with self-labelled examples drawn from an internal generative model that is updated over time. We present a version of GR for LRL that satisfies two desiderata: (a) Introspective density modelling of the latent representations of policies learned using deep RL, and (b) Model-free end-to-end learning. In this paper, we study three deep learning architectures for model-free GR, starting from a na\"ive GR and adding ingredients to achieve (a) and (b). We evaluate our proposed algorithms on three different scenarios comprising tasks from the Starcraft-2 and Minigrid domains. We report several key findings showing the impact of the design choices on quantitative metrics that include transfer learning, generalization to unseen tasks, fast adaptation after task change, performance wrt task expert, and catastrophic forgetting. We observe that our GR prevents drift in the features-to-action mapping from the latent vector space of a deep RL agent. We also show improvements in established lifelong learning metrics. We find that a small random replay buffer significantly increases the stability of training. Overall, we find that "hidden replay" (a well-known architecture for class-incremental classification) is the most promising approach that pushes the state-of-the-art in GR for LRL and observe that the architecture of the sleep model might be more important for improving performance than the types of replay used. Our experiments required only 6% of training samples to achieve 80-90% of expert performance in most Starcraft-2 scenarios.


Enough is Enough: Towards Autonomous Uncertainty-driven Stopping Criteria

arXiv.org Artificial Intelligence

Autonomous robotic exploration has long attracted the attention of the robotics community and is a topic of high relevance. Deploying such systems in the real world, however, is still far from being a reality. In part, it can be attributed to the fact that most research is directed towards improving existing algorithms and testing novel formulations in simulation environments rather than addressing practical issues of real-world scenarios. This is the case of the fundamental problem of autonomously deciding when exploration has to be terminated or changed (stopping criteria), which has not received any attention recently. In this paper, we discuss the importance of using appropriate stopping criteria and analyse the behaviour of a novel criterion based on the evolution of optimality criteria in active graph-SLAM.


Online Target Localization using Adaptive Belief Propagation in the HMM Framework

arXiv.org Artificial Intelligence

This paper proposes a novel adaptive sample space-based Viterbi algorithm for target localization in an online manner. The method relies on discretizing the target's motion space into cells representing a finite number of hidden states. Then, the most probable trajectory of the tracked target is computed via dynamic programming in a Hidden Markov Model (HMM) framework. The proposed method uses a Bayesian estimation framework which is neither limited to Gaussian noise models nor requires a linearized target motion model or sensor measurement models. However, an HMM-based approach to localization can suffer from poor computational complexity in scenarios where the number of hidden states increases due to high-resolution modeling or target localization in a large space. To improve this poor computational complexity, this paper proposes a belief propagation in the most probable belief space with a low to high-resolution sequentially, reducing the required resources significantly. The proposed method is inspired by the k-d Tree algorithm (e.g., quadtree) commonly used in the computer vision field. Experimental tests using an ultra-wideband (UWB) sensor network demonstrate our results.


tile2tile: Learning Game Filters for Platformer Style Transfer

arXiv.org Artificial Intelligence

We present tile2tile, an approach for style transfer between levels of tile-based platformer games. Our method involves training models that translate levels from a lower-resolution sketch representation based on tile affordances to the original tile representation for a given game. This enables these models, which we refer to as filters, to translate level sketches into the style of a specific game. Moreover, by converting a level of one game into sketch form and then translating the resulting sketch into the tiles of another game, we obtain a method of style transfer between two games. We use Markov random fields and autoencoders for learning the game filters and apply them to demonstrate style transfer between levels of Super Mario Bros, Kid Icarus, Mega Man and Metroid.


Models of Music Cognition and Composition

arXiv.org Artificial Intelligence

Much like most of cognition research, music cognition is an interdisciplinary field, which attempts to apply methods of cognitive science (neurological, computational and experimental) to understand the perception and process of composition of music. In this paper, we first motivate why music is relevant to cognitive scientists and give an overview of the approaches to computational modelling of music cognition. We then review literature on the various models of music perception, including non-computational models, computational non-cognitive models and computational cognitive models. Lastly, we review literature on modelling the creative behaviour and on computer systems capable of composing music. Since a lot of technical terms from music theory have been used, we have appended a list of relevant terms and their definitions at the end.


IRL with Partial Observations using the Principle of Uncertain Maximum Entropy

arXiv.org Artificial Intelligence

The principle of maximum entropy is a broadly applicable technique for computing a distribution with the least amount of information possible while constrained to match empirically estimated feature expectations. However, in many real-world applications that use noisy sensors computing the feature expectations may be challenging due to partial observation of the relevant model variables. For example, a robot performing apprenticeship learning may lose sight of the agent it is learning from due to environmental occlusion. We show that in generalizing the principle of maximum entropy to these types of scenarios we unavoidably introduce a dependency on the learned model to the empirical feature expectations. We introduce the principle of uncertain maximum entropy and present an expectation-maximization based solution generalized from the principle of latent maximum entropy. Finally, we experimentally demonstrate the improved robustness to noisy data offered by our technique in a maximum causal entropy inverse reinforcement learning domain.


PAC Reinforcement Learning for Predictive State Representations

arXiv.org Artificial Intelligence

In this paper we study online Reinforcement Learning (RL) in partially observable dynamical systems. We focus on the Predictive State Representations (PSRs) model, which is an expressive model that captures other well-known models such as Partially Observable Markov Decision Processes (POMDP). PSR represents the states using a set of predictions of future observations and is defined entirely using observable quantities. We develop a novel model-based algorithm for PSRs that can learn a near optimal policy in sample complexity scaling polynomially with respect to all the relevant parameters of the systems. Our algorithm naturally works with function approximation to extend to systems with potentially large state and observation spaces. We show that given a realizable model class, the sample complexity of learning the near optimal policy only scales polynomially with respect to the statistical complexity of the model class, without any explicit polynomial dependence on the size of the state and observation spaces. Notably, our work is the first work that shows polynomial sample complexities to compete with the globally optimal policy in PSRs. Finally, we demonstrate how our general theorem can be directly used to derive sample complexity bounds for special models including $m$-step weakly revealing and $m$-step decodable tabular POMDPs, POMDPs with low-rank latent transition, and POMDPs with linear emission and latent transition.


Trustworthy Federated Learning via Blockchain

arXiv.org Artificial Intelligence

The safety-critical scenarios of artificial intelligence (AI), such as autonomous driving, Internet of Things, smart healthcare, etc., have raised critical requirements of trustworthy AI to guarantee the privacy and security with reliable decisions. As a nascent branch for trustworthy AI, federated learning (FL) has been regarded as a promising privacy preserving framework for training a global AI model over collaborative devices. However, security challenges still exist in the FL framework, e.g., Byzantine attacks from malicious devices, and model tampering attacks from malicious server, which will degrade or destroy the accuracy of trained global AI model. In this paper, we shall propose a decentralized blockchain based FL (B-FL) architecture by using a secure global aggregation algorithm to resist malicious devices, and deploying practical Byzantine fault tolerance consensus protocol with high effectiveness and low energy consumption among multiple edge servers to prevent model tampering from the malicious server. However, to implement B-FL system at the network edge, multiple rounds of cross-validation in blockchain consensus protocol will induce long training latency. We thus formulate a network optimization problem that jointly considers bandwidth and power allocation for the minimization of long-term average training latency consisting of progressive learning rounds. We further propose to transform the network optimization problem as a Markov decision process and leverage the deep reinforcement learning based algorithm to provide high system performance with low computational complexity. Simulation results demonstrate that B-FL can resist malicious attacks from edge devices and servers, and the training latency of B-FL can be significantly reduced by deep reinforcement learning based algorithm compared with baseline algorithms.