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GAN You See Me? Enhanced Data Reconstruction Attacks against Split Inference Ziang Li1, Mengda Y ang

Neural Information Processing Systems

To overcome these challenges, we propose a G AN-based LA tent S pace S earch attack ( GLASS) that harnesses abundant prior knowledge from public data using advanced StyleGAN technologies. Additionally, we introduce GLASS++ to enhance reconstruction stability.


fa84632d742f2729dc32ce8cb5d49733-Supplemental.pdf

Neural Information Processing Systems

However, a gradient is often insufficient to reconstruct the user data without any prior knowledge. By exploiting a generative model pretrained on the data distribution, we demonstrate that data privacy can be easily breached.



GAN You See Me? Enhanced Data Reconstruction Attacks against Split Inference Ziang Li1, Mengda Y ang

Neural Information Processing Systems

To overcome these challenges, we propose a G AN-based LA tent S pace S earch attack ( GLASS) that harnesses abundant prior knowledge from public data using advanced StyleGAN technologies. Additionally, we introduce GLASS++ to enhance reconstruction stability.



Gradient Inversion with Generative Image Prior

Neural Information Processing Systems

However, a gradient is often insufficient to reconstruct the user data without any prior knowledge. By exploiting a generative model pretrained on the data distribution, we demonstrate that data privacy can be easily breached.


Automated Heuristic Design for Unit Commitment Using Large Language Models

Lv, Junjin, Cui, Chenggang, Zhang, Shaodi, Chen, Hui, Gong, Chunyang, Liu, Jiaming

arXiv.org Artificial Intelligence

The Unit Commitment (UC) problem is a classic challenge in the optimal scheduling of power systems. Years of research and practice have shown that formulating reasonable unit commitment plans can significantly improve the economic efficiency of power systems' operations. In recent years, with the introduction of technologies such as machine learning and the Lagrangian relaxation method, the solution methods for the UC problem have become increasingly diversified, but still face challenges in terms of accuracy and robustness. This paper proposes a Function Space Search (FunSearch) method based on large language models. This method combines pre-trained large language models and evaluators to creatively generate solutions through the program search and evolution process while ensuring their rationality. In simulation experiments, a case of unit commitment with \(10\) units is used mainly. Compared to the genetic algorithm, the results show that FunSearch performs better in terms of sampling time, evaluation time, and total operating cost of the system, demonstrating its great potential as an effective tool for solving the UC problem.


Symmetry Breaking in Star-Topology Decoupled Search

Gnad, Daniel (Saarland University) | Torralba, Álvaro (Saarland University) | Shleyfman, Alexander (The Technion-Israel Institute of Technology) | Hoffmann, Joerg (Saarland University)

AAAI Conferences

Symmetry breaking is a well-known method for search reduction. It identifies state-space symmetries prior to search, and prunes symmetric states during search. A recent proposal, star-topology decoupled search, is to search not in the state space, but in a factored version thereof, which avoids the multiplication of states across leaf components in an underlying star-topology structure. We show that, despite the much more complex structure of search states -- so-called decoupled states -- symmetry breaking can be brought to bear in this framework as well. Starting from the notion of structural symmetries over states, we identify a sub-class of such symmetries suitable for star-topology decoupled search, and we show how symmetries from that sub-class induce symmetry relations over decoupled states. We accordingly extend the routines required for search pruning and solution reconstruction. The resulting combined method can be exponentially better than both its components in theory, and this synergetic advantage is also manifested in practice: empirically, our method reliably inherits the best of its base components, and often outperforms them both.


justinhj page

AITopics Original Links

A* algorithm tutorial Tweet Production quality source code accompanying this tutorial can be found on Github Related blog posts Who uses this A* code Bug fixes Avoiding ten common video game AI mistakes Introduction Welcome to this A* tutorial. The A* algorithm is often used in video games to enable characters to navigate the world. This tutorial will introduce you the algorithm and describe how to implement it. State space search A* is a type of search algorithm. Some problems can be solved by representing the world in the initial state, and then for each action we can perform on the world we generate states for what the world would be like if we did so. If you do this until the world is in the state that we specified as a solution, then the route from the start to this goal state is the solution to your problem. In this tutorial I will look at the use of state space search to find the shortest path between two points (pathfinding), and also to solve a simple sliding tile puzzle (the 8-puzzle).