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Segment-Based Interactive Machine Translation for Pre-trained Models

arXiv.org Artificial Intelligence

Pre-trained large language models (LLM) are starting to be widely used in many applications. In this work, we explore the use of these models in interactive machine translation (IMT) environments. In particular, we have chosen mBART (multilingual Bidirectional and Auto-Regressive Transformer) and mT5 (multilingual Text-to-Text Transfer Transformer) as the LLMs to perform our experiments. The system generates perfect translations interactively using the feedback provided by the user at each iteration. The Neural Machine Translation (NMT) model generates a preliminary hypothesis with the feedback, and the user validates new correct segments and performs a word correction--repeating the process until the sentence is correctly translated. We compared the performance of mBART, mT5, and a state-of-the-art (SoTA) machine translation model on a benchmark dataset regarding user effort, Word Stroke Ratio (WSR), Key Stroke Ratio (KSR), and Mouse Action Ratio (MAR). The experimental results indicate that mBART performed comparably with SoTA models, suggesting that it is a viable option for this field of IMT. The implications of this finding extend to the development of new machine translation models for interactive environments, as it indicates that some novel pre-trained models exhibit SoTA performance in this domain, highlighting the potential benefits of adapting these models to specific needs.


Continuous Authentication Using Mouse Clickstream Data Analysis

arXiv.org Artificial Intelligence

Biometrics is used to authenticate an individual based on physiological or behavioral traits. Mouse dynamics is an example of a behavioral biometric that can be used to perform continuous authentication as protection against security breaches. Recent research on mouse dynamics has shown promising results in identifying users; however, it has not yet reached an acceptable level of accuracy. In this paper, an empirical evaluation of different classification techniques is conducted on a mouse dynamics dataset, the Balabit Mouse Challenge dataset. User identification is carried out using three mouse actions: mouse move, point and click, and drag and drop. Verification and authentication methods are conducted using three machine-learning classifiers: the Decision Tree classifier, the K-Nearest Neighbors classifier, and the Random Forest classifier. The results show that the three classifiers can distinguish between a genuine user and an impostor with a relatively high degree of accuracy. In the verification mode, all the classifiers achieve a perfect accuracy of 100%. In authentication mode, all three classifiers achieved the highest accuracy (ACC) and Area Under Curve (AUC) from scenario B using the point and click action data: (Decision Tree ACC:87.6%,


Continuous Authentication Using Mouse Movements, Machine Learning, and Minecraft

arXiv.org Artificial Intelligence

Mouse dynamics has grown in popularity as a novel irreproducible behavioral biometric. Datasets which contain general unrestricted mouse movements from users are sparse in the current literature. The Balabit mouse dynamics dataset produced in 2016 was made for a data science competition and despite some of its shortcomings, is considered to be the first publicly available mouse dynamics dataset. Collecting mouse movements in a dull administrative manner as Balabit does may unintentionally homogenize data and is also not representative of realworld application scenarios. This paper presents a novel mouse dynamics dataset that has been collected while 10 users play the video game Minecraft on a desktop computer. Binary Random Forest (RF) classifiers are created for each user to detect differences between a specific users movements and an imposters movements. Two evaluation scenarios are proposed to evaluate the performance of these classifiers; one scenario outperformed previous works in all evaluation metrics, reaching average accuracy rates of 92%, while the other scenario successfully reported reduced instances of false authentications of imposters.


Automatic Player Identification in Dota 2

arXiv.org Artificial Intelligence

Dota 2 is a popular, multiplayer online video game. Like many online games, players are mostly anonymous, being tied only to online accounts which can be readily obtained, sold and shared between multiple people. This makes it difficult to track or ban players who exhibit unwanted behavior online. In this paper, we present a machine learning approach to identify players based a `digital fingerprint' of how they play the game, rather than by account. We use data on mouse movements, in-game statistics and game strategy extracted from match replays and show that for best results, all of these are necessary. We are able to obtain an accuracy of prediction of 95\% for the problem of predicting if two different matches were played by the same player.