21,888 research outputs found

    CURIOUS: Intrinsically Motivated Modular Multi-Goal Reinforcement Learning

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    In open-ended environments, autonomous learning agents must set their own goals and build their own curriculum through an intrinsically motivated exploration. They may consider a large diversity of goals, aiming to discover what is controllable in their environments, and what is not. Because some goals might prove easy and some impossible, agents must actively select which goal to practice at any moment, to maximize their overall mastery on the set of learnable goals. This paper proposes CURIOUS, an algorithm that leverages 1) a modular Universal Value Function Approximator with hindsight learning to achieve a diversity of goals of different kinds within a unique policy and 2) an automated curriculum learning mechanism that biases the attention of the agent towards goals maximizing the absolute learning progress. Agents focus sequentially on goals of increasing complexity, and focus back on goals that are being forgotten. Experiments conducted in a new modular-goal robotic environment show the resulting developmental self-organization of a learning curriculum, and demonstrate properties of robustness to distracting goals, forgetting and changes in body properties.Comment: Accepted at ICML 201

    Non-Direct Encoding Method Based on Cellular Automata to Design Neural Network Architectures

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    Architecture design is a fundamental step in the successful application of Feed forward Neural Networks. In most cases a large number of neural networks architectures suitable to solve a problem exist and the architecture design is, unfortunately, still a human expert’s job. It depends heavily on the expert and on a tedious trial-and-error process. In the last years, many works have been focused on automatic resolution of the design of neural network architectures. Most of the methods are based on evolutionary computation paradigms. Some of the designed methods are based on direct representations of the parameters of the network. These representations do not allow scalability; thus, for representing large architectures very large structures are required. More interesting alternatives are represented by indirect schemes. They codify a compact representation of the neural network. In this work, an indirect constructive encoding scheme is proposed. This scheme is based on cellular automata representations and is inspired by the idea that only a few seeds for the initial configuration of a cellular automaton can produce a wide variety of feed forward neural networks architectures. The cellular approach is experimentally validated in different domains and compared with a direct codification scheme.Publicad

    Reinforcement learning for efficient network penetration testing

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    Penetration testing (also known as pentesting or PT) is a common practice for actively assessing the defenses of a computer network by planning and executing all possible attacks to discover and exploit existing vulnerabilities. Current penetration testing methods are increasingly becoming non-standard, composite and resource-consuming despite the use of evolving tools. In this paper, we propose and evaluate an AI-based pentesting system which makes use of machine learning techniques, namely reinforcement learning (RL) to learn and reproduce average and complex pentesting activities. The proposed system is named Intelligent Automated Penetration Testing System (IAPTS) consisting of a module that integrates with industrial PT frameworks to enable them to capture information, learn from experience, and reproduce tests in future similar testing cases. IAPTS aims to save human resources while producing much-enhanced results in terms of time consumption, reliability and frequency of testing. IAPTS takes the approach of modeling PT environments and tasks as a partially observed Markov decision process (POMDP) problem which is solved by POMDP-solver. Although the scope of this paper is limited to network infrastructures PT planning and not the entire practice, the obtained results support the hypothesis that RL can enhance PT beyond the capabilities of any human PT expert in terms of time consumed, covered attacking vectors, accuracy and reliability of the outputs. In addition, this work tackles the complex problem of expertise capturing and re-use by allowing the IAPTS learning module to store and re-use PT policies in the same way that a human PT expert would learn but in a more efficient way

    “It Takes All Kinds”: A Simulation Modeling Perspective on Motivation and Coordination in Libre Software Development Projects

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    This paper presents a stochastic simulation model to study implications of the mechanisms by which individual software developers’ efforts are allocated within large and complex open source software projects. It illuminates the role of different forms of “motivations-at-the-margin” in the micro-level resource allocation process of distributed and decentralized multi-agent engineering undertakings of this kind. We parameterize the model by isolating the parameter ranges in which it generates structures of code that share certain empirical regularities found to characterize actual projects. We find that, in this range, a variety of different motivations are represented within the community of developers. There is a correspondence between the indicated mixture of motivations and the distribution of avowed motivations for engaging in FLOSS development, found in the survey responses of developers who were participants in large projects.free and open source software (FLOSS), libre software engineering, maintainability, reliability, functional diversity, modularity, developers’ motivations, user-innovation, peer-esteem, reputational reward systems, agent-based modeling, stochastic simulation, stigmergy, morphogenesis.

    Deep learning for video game playing

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    In this article, we review recent Deep Learning advances in the context of how they have been applied to play different types of video games such as first-person shooters, arcade games, and real-time strategy games. We analyze the unique requirements that different game genres pose to a deep learning system and highlight important open challenges in the context of applying these machine learning methods to video games, such as general game playing, dealing with extremely large decision spaces and sparse rewards
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