23,687 research outputs found

    Autonomous virulence adaptation improves coevolutionary optimization

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    Online Reinforcement Learning for Dynamic Multimedia Systems

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    In our previous work, we proposed a systematic cross-layer framework for dynamic multimedia systems, which allows each layer to make autonomous and foresighted decisions that maximize the system's long-term performance, while meeting the application's real-time delay constraints. The proposed solution solved the cross-layer optimization offline, under the assumption that the multimedia system's probabilistic dynamics were known a priori. In practice, however, these dynamics are unknown a priori and therefore must be learned online. In this paper, we address this problem by allowing the multimedia system layers to learn, through repeated interactions with each other, to autonomously optimize the system's long-term performance at run-time. We propose two reinforcement learning algorithms for optimizing the system under different design constraints: the first algorithm solves the cross-layer optimization in a centralized manner, and the second solves it in a decentralized manner. We analyze both algorithms in terms of their required computation, memory, and inter-layer communication overheads. After noting that the proposed reinforcement learning algorithms learn too slowly, we introduce a complementary accelerated learning algorithm that exploits partial knowledge about the system's dynamics in order to dramatically improve the system's performance. In our experiments, we demonstrate that decentralized learning can perform as well as centralized learning, while enabling the layers to act autonomously. Additionally, we show that existing application-independent reinforcement learning algorithms, and existing myopic learning algorithms deployed in multimedia systems, perform significantly worse than our proposed application-aware and foresighted learning methods.Comment: 35 pages, 11 figures, 10 table

    Driven by Compression Progress: A Simple Principle Explains Essential Aspects of Subjective Beauty, Novelty, Surprise, Interestingness, Attention, Curiosity, Creativity, Art, Science, Music, Jokes

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    I argue that data becomes temporarily interesting by itself to some self-improving, but computationally limited, subjective observer once he learns to predict or compress the data in a better way, thus making it subjectively simpler and more beautiful. Curiosity is the desire to create or discover more non-random, non-arbitrary, regular data that is novel and surprising not in the traditional sense of Boltzmann and Shannon but in the sense that it allows for compression progress because its regularity was not yet known. This drive maximizes interestingness, the first derivative of subjective beauty or compressibility, that is, the steepness of the learning curve. It motivates exploring infants, pure mathematicians, composers, artists, dancers, comedians, yourself, and (since 1990) artificial systems.Comment: 35 pages, 3 figures, based on KES 2008 keynote and ALT 2007 / DS 2007 joint invited lectur

    Marginal Release Under Local Differential Privacy

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    Many analysis and machine learning tasks require the availability of marginal statistics on multidimensional datasets while providing strong privacy guarantees for the data subjects. Applications for these statistics range from finding correlations in the data to fitting sophisticated prediction models. In this paper, we provide a set of algorithms for materializing marginal statistics under the strong model of local differential privacy. We prove the first tight theoretical bounds on the accuracy of marginals compiled under each approach, perform empirical evaluation to confirm these bounds, and evaluate them for tasks such as modeling and correlation testing. Our results show that releasing information based on (local) Fourier transformations of the input is preferable to alternatives based directly on (local) marginals

    Learning algorithms for adaptive digital filtering

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    In this thesis, we consider the problem of parameter optimisation in adaptive digital filtering. Adaptive digital filtering can be accomplished using both Finite Impulse Response (FIR) filters and Infinite Impulse Response Filters (IIR) filters. Adaptive FIR filtering algorithms are well established. However, the potential computational advantages of IIR filters has led to an increase in research on adaptive IIR filtering algorithms. These algorithms are studied in detail in this thesis and the limitations of current adaptive IIR filtering algorithms are identified. New approaches to adaptive IIR filtering using intelligent learning algorithms are proposed. These include Stochastic Learning Automata, Evolutionary Algorithms and Annealing Algorithms. Each of these techniques are used for the filtering problem and simulation results are presented showing the performance of the algorithms for adaptive IIR filtering. The relative merits and demerits of the different schemes are discussed. Two practical applications of adaptive IIR filtering are simulated and results of using the new adaptive strategies are presented. Other than the new approaches used, two new hybrid schemes are proposed based on concepts from genetic algorithms and annealing. It is shown with the help of simulation studies, that these hybrid schemes provide a superior performance to the exclusive use of any one scheme

    POWERPLAY: Training an Increasingly General Problem Solver by Continually Searching for the Simplest Still Unsolvable Problem

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    Most of computer science focuses on automatically solving given computational problems. I focus on automatically inventing or discovering problems in a way inspired by the playful behavior of animals and humans, to train a more and more general problem solver from scratch in an unsupervised fashion. Consider the infinite set of all computable descriptions of tasks with possibly computable solutions. The novel algorithmic framework POWERPLAY (2011) continually searches the space of possible pairs of new tasks and modifications of the current problem solver, until it finds a more powerful problem solver that provably solves all previously learned tasks plus the new one, while the unmodified predecessor does not. Wow-effects are achieved by continually making previously learned skills more efficient such that they require less time and space. New skills may (partially) re-use previously learned skills. POWERPLAY's search orders candidate pairs of tasks and solver modifications by their conditional computational (time & space) complexity, given the stored experience so far. The new task and its corresponding task-solving skill are those first found and validated. The computational costs of validating new tasks need not grow with task repertoire size. POWERPLAY's ongoing search for novelty keeps breaking the generalization abilities of its present solver. This is related to Goedel's sequence of increasingly powerful formal theories based on adding formerly unprovable statements to the axioms without affecting previously provable theorems. The continually increasing repertoire of problem solving procedures can be exploited by a parallel search for solutions to additional externally posed tasks. POWERPLAY may be viewed as a greedy but practical implementation of basic principles of creativity. A first experimental analysis can be found in separate papers [53,54].Comment: 21 pages, additional connections to previous work, references to first experiments with POWERPLA

    Data compressor Patent

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    Description of system for recording and reading out data related to distribution of occurrence of plurality of event
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