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 behavioural space


Federated Behavioural Planes: Explaining the Evolution of Client Behaviour in Federated Learning

Neural Information Processing Systems

Federated Learning (FL), a privacy-aware approach in distributed deep learning environments, enables many clients to collaboratively train a model without sharing sensitive data, thereby reducing privacy risks. However, enabling human trust and control over FL systems requires understanding the evolving behaviour of clients, whether beneficial or detrimental for the training, which still represents a key challenge in the current literature. To address this challenge, we introduce Federated Behavioural Planes (FBPs), a novel method to analyse, visualise, and explain the dynamics of FL systems, showing how clients behave under two different lenses: predictive performance (error behavioural space) and decision-making processes (counterfactual behavioural space). Our experiments demonstrate that FBPs provide informative trajectories describing the evolving states of clients and their contributions to the global model, thereby enabling the identification of clusters of clients with similar behaviours. Leveraging the patterns identified by FBPs, we propose a robust aggregation technique named Federated Behavioural Shields to detect malicious or noisy client models, thereby enhancing security and surpassing the efficacy of existing state-of-the-art FL defense mechanisms. Our code is publicly available on GitHub.


Federated Behavioural Planes: Explaining the Evolution of Client Behaviour in Federated Learning

Neural Information Processing Systems

Federated Learning (FL), a privacy-aware approach in distributed deep learning environments, enables many clients to collaboratively train a model without sharing sensitive data, thereby reducing privacy risks. However, enabling human trust and control over FL systems requires understanding the evolving behaviour of clients, whether beneficial or detrimental for the training, which still represents a key challenge in the current literature. To address this challenge, we introduce Federated Behavioural Planes (FBPs), a novel method to analyse, visualise, and explain the dynamics of FL systems, showing how clients behave under two different lenses: predictive performance (error behavioural space) and decision-making processes (counterfactual behavioural space). Our experiments demonstrate that FBPs provide informative trajectories describing the evolving states of clients and their contributions to the global model, thereby enabling the identification of clusters of clients with similar behaviours. Leveraging the patterns identified by FBPs, we propose a robust aggregation technique named Federated Behavioural Shields to detect malicious or noisy client models, thereby enhancing security and surpassing the efficacy of existing state-of-the-art FL defense mechanisms. Our code is publicly available on GitHub.


Online Damage Recovery for Physical Robots with Hierarchical Quality-Diversity

arXiv.org Artificial Intelligence

In real-world environments, robots need to be resilient to damages and robust to unforeseen scenarios. Quality-Diversity (QD) algorithms have been successfully used to make robots adapt to damages in seconds by leveraging a diverse set of learned skills. A high diversity of skills increases the chances of a robot to succeed at overcoming new situations since there are more potential alternatives to solve a new task.However, finding and storing a large behavioural diversity of multiple skills often leads to an increase in computational complexity. Furthermore, robot planning in a large skill space is an additional challenge that arises with an increased number of skills. Hierarchical structures can help reducing this search and storage complexity by breaking down skills into primitive skills. In this paper, we introduce the Hierarchical Trial and Error algorithm, which uses a hierarchical behavioural repertoire to learn diverse skills and leverages them to make the robot adapt quickly in the physical world. We show that the hierarchical decomposition of skills enables the robot to learn more complex behaviours while keeping the learning of the repertoire tractable. Experiments with a hexapod robot show that our method solves a maze navigation tasks with 20% less actions in simulation, and 43% less actions in the physical world, for the most challenging scenarios than the best baselines while having 78% less complete failures.


Rinascimento: searching the behaviour space of Splendor

arXiv.org Artificial Intelligence

The use of Artificial Intelligence (AI) for play-testing is still on the sidelines of main applications of AI in games compared to performance-oriented game-playing. One of the main purposes of play-testing a game is gathering data on the gameplay, highlighting good and bad features of the design of the game, providing useful insight to the game designers for improving the design. Using AI agents has the potential of speeding the process dramatically. The purpose of this research is to map the behavioural space (BSpace) of a game by using a general method. Using the MAP-Elites algorithm we search the hyperparameter space Rinascimento AI agents and map it to the BSpace defined by several behavioural metrics. This methodology was able to highlight both exemplary and degenerated behaviours in the original game design of Splendor and two variations. In particular, the use of event-value functions has generally shown a remarkable improvement in the coverage of the BSpace compared to agents based on classic score-based reward signals.


Lifelong Testing of Smart Autonomous Systems by Shepherding a Swarm of Watchdog Artificial Intelligence Agents

arXiv.org Artificial Intelligence

Artificial Intelligence (AI) technologies could be broadly categorised into Analytics and Autonomy. Analytics focuses on algorithms offering perception, comprehension, and projection of knowledge gleaned from sensorial data. Autonomy revolves around decision making, and influencing and shaping the environment through action production. A smart autonomous system (SAS) combines analytics and autonomy to understand, learn, decide and act autonomously. To be useful, SAS must be trusted and that requires testing. Lifelong learning of a SAS compounds the testing process. In the remote chance that it is possible to fully test and certify the system pre-release, which is theoretically an undecidable problem, it is near impossible to predict the future behaviours that these systems, alone or collectively, will exhibit. While it may be feasible to severely restrict such systems\textquoteright \ learning abilities to limit the potential unpredictability of their behaviours, an undesirable consequence may be severely limiting their utility. In this paper, we propose the architecture for a watchdog AI (WAI) agent dedicated to lifelong functional testing of SAS. We further propose system specifications including a level of abstraction whereby humans shepherd a swarm of WAI agents to oversee an ecosystem made of humans and SAS. The discussion extends to the challenges, pros, and cons of the proposed concept.