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Using Randomness to Improve Robustness of Machine-Learning Models Against Evasion Attacks

arXiv.org Machine Learning

Machine learning models have been widely used in security applications such as intrusion detection, spam filtering, and virus or malware detection. However, it is well-known that adversaries are always trying to adapt their attacks to evade detection. For example, an email spammer may guess what features spam detection models use and modify or remove those features to avoid detection. There has been some work on making machine learning models more robust to such attacks. However, one simple but promising approach called {\em randomization} is underexplored. This paper proposes a novel randomization-based approach to improve robustness of machine learning models against evasion attacks. The proposed approach incorporates randomization into both model training time and model application time (meaning when the model is used to detect attacks). We also apply this approach to random forest, an existing ML method which already has some degree of randomness. Experiments on intrusion detection and spam filtering data show that our approach further improves robustness of random-forest method. We also discuss how this approach can be applied to other ML models.


Efficient Multi-Robot Coverage of a Known Environment

arXiv.org Artificial Intelligence

Abstract-- This paper addresses the complete area coverage problem of a known environment by multiple-robots. Complete area coverage is the problem of moving an end-effector over all available space while avoiding existing obstacles. In such tasks, using multiple robots can increase the efficiency of the area coverage in terms of minimizing the operational time and increase the robustness in the face of robot attrition. Unfortunately, the problem of finding an optimal solution for such an area coverage problem with multiple robots is known to be NPcomplete. The first solution presented is a direct extension of an efficient single robot area coverage algorithm, based on an exact cellular decomposition. The second algorithm is a greedy approach that divides the area into equal regions and applies an efficient single-robot coverage algorithm to each region. Results indicate that our approaches provide good coverage distribution between robots and minimize the workload per robot, meanwhile ensuring complete coverage of the area. Index Terms-- Multiple and distributed robots, path planning, coverage.


DApp of the Week #04 -- Cerebrum – iExec – Medium

#artificialintelligence

Our new series labelled "DApp of the Week" regularly features the most innovative applications built on top of iExec, to showcase what can be achieved with the tools and librairies we have developed, and how you can already launch decentralized applications running on a decentralized cloud. The DApp of the Week is Cerebrum, and has been created by Salman Rahim. In the last years, established IT giants like Google, IBM, and Nvidia -- fueled by the abundance of data, algorithmic advances, and the usage of high-performance hard ware for parallel processing -- have begun bridging the gap between science and busi ness applications. The global market for AI-based services, software, and hardware is expected to grow at an astonishing annual rate of 15 to 25% and reach $130 billion by 2025. Most of the investment in AI consists of internal R&D spending by large, cash-rich digital-native companies like Amazon, Baidu, and Google, which raises an imminent danger in today's society: This decentralized artificial intelligence (DAI) offers a unique proposition that no other AI can offer: the democratization of AI.


Learning to Share and Hide Intentions using Information Regularization

arXiv.org Machine Learning

Learning to cooperate with friends and compete with foes is a key component of multi-agent reinforcement learning. Typically to do so, one requires access to either a model of or interaction with the other agent(s). Here we show how to learn effective strategies for cooperation and competition in an asymmetric information game with no such model or interaction. Our approach is to encourage an agent to reveal or hide their intentions using an information-theoretic regularizer. We consider both the mutual information between goal and action given state, as well as the mutual information between goal and state. We show how to stochastically optimize these regularizers in a way that is easy to integrate with policy gradient reinforcement learning. Finally, we demonstrate that cooperative (competitive) policies learned with our approach lead to more (less) reward for a second agent in two simple asymmetric information games.


A Robust Genetic Algorithm for Learning Temporal Specifications from Data

arXiv.org Artificial Intelligence

We consider the problem of mining signal temporal logical requirements from a dataset of regular (good) and anomalous (bad) trajectories of a dynamical system. We assume the training set to be labeled by human experts and that we have access only to a limited amount of data, typically noisy. We provide a systematic approach to synthesize both the syntactical structure and the parameters of the temporal logic formula using a two-steps procedure: first, we leverage a novel evolutionary algorithm for learning the structure of the formula; second, we perform the parameter synthesis operating on the statistical emulation of the average robustness for a candidate formula w.r.t. its parameters. We compare our results with our previous work [{BufoBSBLB14] and with a recently proposed decision-tree [bombara_decision_2016] based method. We present experimental results on two case studies: an anomalous trajectory detection problem of a naval surveillance system and the characterization of an Ineffective Respiratory effort, showing the usefulness of our work.


Experience, Imitation and Reflection; Confucius' Conjecture and Machine Learning

arXiv.org Artificial Intelligence

Noname manuscript No. (will be inserted by the editor) Abstract Artificial intelligence recently had a great advancements caused by the emergence of new processing power and machine learning methods. Having said that, the learning capability of artificial intelligence is still at its infancy comparing to the learning capability of human and many animals. Many of the current artificial intelligence applications can only operate in a very orchestrated, specific environments with an extensive training set that exactly describes the conditions that will occur during execution time. Having that in mind, and considering the several existing machine learning methods this question rises that'What are some of the best ways for a machine to learn?' Regarding the learning methods of human, Confucius' point of view is that they are by experience, imitation and reflection. This paper tries to explore and discuss regarding these three ways of learning and their implementations in machines by having a look at how they happen in minds. Keywords Artificial Intelligence · Supervised Learning · Reinforcement Learning · Unsupervised Learning · Machine Imagination · Machine Learning · Cognitive Development 1 Introduction How minds work, or in another word how a human brain thinks, with the goal of implementing it in machines, is a long-term question in artificial intelligence.


What Can This Robot Do? Learning from Appearance and Experiments

arXiv.org Artificial Intelligence

When presented with an unknown robot (subject) how can an autonomous agent (learner) figure out what this new robot can do? The subject's appearance can provide cues to its physical as well as cognitive capabilities. Seeing a humanoid can make one wonder if it can kick balls, climb stairs or recognize faces. What if the learner can request the subject to perform these tasks? We present an approach to make the learner build a model of the subject at a task based on the latter's appearance and refine it by experimentation. Apart from the subject's inherent capabilities, certain extrinsic factors may affect its performance at a task. Based on the subject's appearance and prior knowledge about the task a learner can identify a set of potential factors, a subset of which we assume are controllable. Our approach picks values of controllable factors to generate the most informative experiments to test the subject at. Additionally, we present a metric to determine if a factor should be incorporated in the model. We present results of our approach on modeling a humanoid robot at the task of kicking a ball. Firstly, we show that actively picking values for controllable factors, even in noisy experiments, leads to faster learning of the subject's model for the task. Secondly, starting from a minimal set of factors our metric identifies the set of relevant factors to incorporate in the model. Lastly, we show that the refined model better represents the subject's performance at the task.


If we fight cyberattacks alone, we're doomed to fail Eugene Kaspersky

The Guardian

The safety of our online lives has become increasingly important. Whether it be interference in elections, attacks by hostile forces, or online fraud, the security of the web feels fragile. Cybersecurity has reached a crossroads and we need to decide where it goes next. The outcome will touch each of us – will we pay more and yet still be less safe? Will we face higher insurance premiums and bank charges to cover the rising number of cyber-incidents?


Fairly Allocating Many Goods with Few Queries

arXiv.org Artificial Intelligence

We investigate the query complexity of the fair allocation of indivisible goods. For two agents with arbitrary monotonic valuations, we design an algorithm that computes an allocation satisfying envy-freeness up to one good (EF1), a relaxation of envy-freeness, using a logarithmic number of queries. We show that the logarithmic query complexity bound also holds for three agents with additive valuations. These results suggest that it is possible to fairly allocate goods in practice even when the number of goods is extremely large. By contrast, we prove that computing an allocation satisfying envy-freeness and another of its relaxations, envy-freeness up to any good (EFX), requires a linear number of queries even when there are only two agents with identical additive valuations.


Generative Design in Minecraft (GDMC), Settlement Generation Competition

arXiv.org Artificial Intelligence

This paper introduces the settlement generation competition for Minecraft, the first part of the Generative Design in Minecraft challenge. The settlement generation competition is about creating Artificial Intelligence (AI) agents that can produce functional, aesthetically appealing and believable settlements adapted to a given Minecraft map -- ideally at a level that can compete with human created designs. The aim of the competition is to advance procedural content generation for games, especially in overcoming the challenges of adaptive and holistic PCG. The paper introduces the technical details of the challenge, but mostly focuses on what challenges this competition provides and why they are scientifically relevant.