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Artificial Intelligence Enabled Software Defined Networking: A Comprehensive Overview

arXiv.org Artificial Intelligence

Software defined networking (SDN) represents a promising networking architecture that combines central management and network programmability. SDN separates the control plane from the data plane and moves the network management to a central point, called the controller, that can be programmed and used as the brain of the network. Recently, the research community has showed an increased tendency to benefit from the recent advancements in the artificial intelligence (AI) field to provide learning abilities and better decision making in SDN. In this study, we provide a detailed overview of the recent efforts to include AI in SDN. Our study showed that the research efforts focused on three main sub-fields of AI namely: machine learning, meta-heuristics and fuzzy inference systems. Accordingly, in this work we investigate their different application areas and potential use, as well as the improvements achieved by including AI-based techniques in the SDN paradigm.


A Successive-Elimination Approach to Adaptive Robotic Sensing

arXiv.org Machine Learning

We study the adaptive sensing problem for the multiple source seeking problem, where a mobile robot must identify the strongest emitters in an environment with background emissions. Background signals may be highly heterogeneous, and can mislead algorithms which are based on receding horizon control, greedy heuristics, or smooth background priors. We propose AdaSearch, a general algorithm for adaptive sensing. AdaSearch combines global trajectory planning with principled confidence intervals in order to concentrate measurements in promising regions while still guaranteeing sufficient coverage of the entire area. Theoretical analysis shows that AdaSearch significantly outperforms a uniform sampling strategy when the distribution of background signals is highly variable. Simulation studies demonstrate that when applied to the problem of radioactive source-seeking, AdaSearch outperforms both uniform sampling and a receding time horizon information-maximization approach based on the current literature. We corroborate these findings with a hardware demonstration, using a small quadrotor helicopter in a motion-capture arena.


AlphaGomoku: An AlphaGo-based Gomoku Artificial Intelligence using Curriculum Learning

arXiv.org Artificial Intelligence

Abstract--In this project, we combine AlphaGo algorithm with Curriculum Learning to crack the game of Gomoku. Modifications like Double Networks Mechanism and Winning Value Decay are implemented to solve the intrinsic asymmetry and short-sight of Gomoku. Our final AI AlphaGomoku, through two days' training on a single GPU, has reached humans' playing level. Free style Gomoku is an interesting strategy board game with quite simple rules: two players alternatively place black and white stones on a board with 15 by 15 grids and winner is the one who first reach a line of consecutive five or more stones of his or her color. It is popular among students since it can be played simply with a piece of paper and a pencil to kill the boring class time. It is also popular among computer scientists since Gomoku is a natural playground for many artificial intelligence algorithms.


Scaling simulation-to-real transfer by learning composable robot skills

arXiv.org Artificial Intelligence

We present a novel solution to the problem of simulation-to-real transfer, which builds on recent advances in robot skill decomposition. Rather than focusing on minimizing the simulation-reality gap, we learn a set of diverse policies that are parameterized in a way that makes them easily reusable. This diversity and parameterization of low-level skills allows us to find a transferable policy that is able to use combinations and variations of different skills to solve more complex, high-level tasks. In particular, we first use simulation to jointly learn a policy for a set of low-level skills, and a "skill embedding" parameterization which can be used to compose them. Later, we learn high-level policies which actuate the low-level policies via this skill embedding parameterization. The high-level policies encode how and when to reuse the low-level skills together to achieve specific high-level tasks. Importantly, our method learns to control a real robot in joint-space to achieve these high-level tasks with little or no on-robot time, despite the fact that the low-level policies may not be perfectly transferable from simulation to real, and that the low-level skills were not trained on any examples of high-level tasks. We illustrate the principles of our method using informative simulation experiments. We then verify its usefulness for real robotics problems by learning, transferring, and composing free-space and contact motion skills on a Sawyer robot using only joint-space control. We experiment with several techniques for composing pre-learned skills, and find that our method allows us to use both learning-based approaches and efficient search-based planning to achieve high-level tasks using only pre-learned skills.


Evolving Agents for the Hanabi 2018 CIG Competition

arXiv.org Artificial Intelligence

Abstract--Hanabi is a cooperative card game with hidden information that has won important awards in the industry and received some recent academic attention. A two-track competition of agents for the game will take place in the 2018 CIG conference. In this paper, we develop a genetic algorithm that builds rulebased agents by determining the best sequence of rules from a fixed rule set to use as strategy. In three separate experiments, we remove human assumptions regarding the ordering of rules, add new, more expressive rules to the rule set and independently evolve agents specialized at specific game sizes. As result, we achieve scores superior to previously published research for the mirror and mixed evaluation of agents. Game-playing agents have a long tradition of serving as benchmarks for AI research. However, traditionally most of the focus has been on competitive, perfect information games, such as Checkers [1], Chess [2] and Go [3]. Cooperative games with imperfect information provide an interesting research topic not only due to the added challenges posed to researchers, but also because many modern industrial and commercial applications can be characterized as examples of cooperation between humans and machines in order to achieve a mutual goal in an uncertain environment. In this paper, we address a particularly interesting cooperative game with partial information: Hanabi [4].


Video Friday: Self-Solving Rubik's Cube, and More

IEEE Spectrum Robotics

Video Friday is your weekly selection of awesome robotics videos, collected by your Automaton bloggers. We'll also be posting a weekly calendar of upcoming robotics events for the next few months; here's what we have so far (send us your events!): Let us know if you have suggestions for next week, and enjoy today's videos. The latest version of the self-solving Rubik's Cube is adorable in how it tries to throw itself off of the table it's solving itself on: Not exactly an optimised solve, but we'll forgive it, because that just means we get to watch it for longer. And here's what it looks like if you're holding it: When you think of robotics, you likely think of something rigid, heavy, and built for a specific purpose.


The reclusive inventor of the Rubik's Cube wants to do more than amuse you

Popular Science

For those outside the fold, the Rubik's cube is cognitive kryptonite. Until this week, I'd certainly never solved one. Even now, saying that I solved a Rubik's cube feels like a grievous overstatement of my accomplishments. The truth is that we--a patient pre-teen "cuber" whose solve time is 47 seconds, her slightly-less-patient middle school teacher (whose solve time, she's embarrassed to admit, is closer to a minute and a half), and me--completed a cube together. The site of my public humiliation could not have been more incongruous with the task at hand.


Local search: It's all about mobile - Search Engine Land

#artificialintelligence

Optimizing for local search is important, but if you aren't optimizing for mobile, you're going to miss out on your most important source of local traffic. For years, Google has been improving the relevance of local search, from its "Pigeon Update" to Promoted Pins. And since there are more searches on mobile than desktop, it's no wonder that Google has put a big emphasis on mobile-friendliness in its ranking algorithms. Taken together, that means that Google is putting a high priority on mobile local search -- and so should you. The fact of the matter is, more and more local searches are taking place on mobile.


Phase Transitions of the Typical Algorithmic Complexity of the Random Satisfiability Problem Studied with Linear Programming

arXiv.org Artificial Intelligence

Here we study the NP-complete $K$-SAT problem. Although the worst-case complexity of NP-complete problems is conjectured to be exponential, there exist parametrized random ensembles of problems where solutions can typically be found in polynomial time for suitable ranges of the parameter. In fact, random $K$-SAT, with $\alpha=M/N $ as control parameter, can be solved quickly for small enough values of $\alpha$. It shows a phase transition between a satisfiable phase and an unsatisfiable phase. For branch and bound algorithms, which operate in the space of feasible Boolean configurations, the empirically hardest problems are located only close to this phase transition. Here we study $K$-SAT ($K=3,4$) and the related optimization problem MAX-SAT by a linear programming approach, which is widely used for practical problems and allows for polynomial run time. In contrast to branch and bound it operates outside the space of feasible configurations. On the other hand, finding a solution within polynomial time is not guaranteed. We investigated several variants like including artificial objective functions, so called cutting-plane approaches, and a mapping to the NP-complete vertex-cover problem. We observed several easy-hard transitions, from where the problems are typically solvable (in polynomial time) using the given algorithms, respectively, to where they are not solvable in polynomial time. For the related vertex-cover problem on random graphs these easy-hard transitions can be identified with structural properties of the graphs, like percolation transitions. For the present random $K$-SAT problem we have investigated numerous structural properties also exhibiting clear transitions, but they appear not be correlated to the here observed easy-hard transitions. This renders the behaviour of random $K$-SAT more complex than, e.g., the vertex-cover problem.


Discovering Reliable Dependencies from Data: Hardness and Improved Algorithms

arXiv.org Artificial Intelligence

The reliable fraction of information is an attractive score for quantifying (functional) dependencies in high-dimensional data. In this paper, we systematically explore the algorithmic implications of using this measure for optimization. We show that the problem is NP-hard, which justifies the usage of worst-case exponential-time as well as heuristic search methods. We then substantially improve the practical performance for both optimization styles by deriving a novel admissible bounding function that has an unbounded potential for additional pruning over the previously proposed one. Finally, we empirically investigate the approximation ratio of the greedy algorithm and show that it produces highly competitive results in a fraction of time needed for complete branch-and-bound style search.