672 research outputs found

    Let Cognitive Radios Imitate: Imitation-based Spectrum Access for Cognitive Radio Networks

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    In this paper, we tackle the problem of opportunistic spectrum access in large-scale cognitive radio networks, where the unlicensed Secondary Users (SU) access the frequency channels partially occupied by the licensed Primary Users (PU). Each channel is characterized by an availability probability unknown to the SUs. We apply evolutionary game theory to model the spectrum access problem and develop distributed spectrum access policies based on imitation, a behavior rule widely applied in human societies consisting of imitating successful behavior. We first develop two imitation-based spectrum access policies based on the basic Proportional Imitation (PI) rule and the more advanced Double Imitation (DI) rule given that a SU can imitate any other SUs. We then adapt the proposed policies to a more practical scenario where a SU can only imitate the other SUs operating on the same channel. A systematic theoretical analysis is presented for both scenarios on the induced imitation dynamics and the convergence properties of the proposed policies to an imitation-stable equilibrium, which is also the ϵ\epsilon-optimum of the system. Simple, natural and incentive-compatible, the proposed imitation-based spectrum access policies can be implemented distributedly based on solely local interactions and thus is especially suited in decentralized adaptive learning environments as cognitive radio networks

    Rethinking the Delivery Architecture of Data-Intensive Visualization

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    The web has transformed the way people create and consume information. However, data-intensive science applications have rarely been able to take full benefits of the web ecosystem so far. Analysis and visualization have remained close to large datasets on large servers and desktops, because of the vast resources that data-intensive applications require. This hampers the accessibility and on-demand availability of data-intensive science. In this work, I propose a novel architecture for the delivery of interactive, data-intensive visualization to the web ecosystem. The proposed architecture, codenamed Fabric, follows the idea of keeping the server-side oblivious of application logic as a set of scalable microservices that 1) manage data and 2) compute data products. Disconnected from application logic, the services allow interactive data-intensive visualization be simultaneously accessible to many users. Meanwhile, the client-side of this architecture perceives visualization applications as an interaction-in image-out black box with the sole responsibility of keeping track of application state and mapping interactions into well-defined and structured visualization requests. Fabric essentially provides a separation of concern that decouples the otherwise tightly coupled client and server seen in traditional data applications. Initial results show that as a result of this, Fabric enables high scalability of audience, scientific reproducibility, and improves control and protection of data products

    Strategies for including cloud-computing into an engineering modeling workflow

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    With the advent of cloud computing, high-end computing, networking, and storage resources are available on-demand at a relatively low price point. Internet applications in the consumer and increasingly in the enterprise space are making use of these resources to upgrade existing applications and build new ones. This is made possible by building decentralized applications that can be integrated with one another through web-enabled application programming interfaces (APIs). However, in the fields of engineering and computational science, cloud computing resources have been utilized primarily to augment existing high-performance computing hardware, but engineering model integrations still occur by the use of software libraries. In this research, a novel approach is proposed where engineering models are constructed as independent services that publish web-enabled APIs. To enable this, the engineering models are built as stateless microservices that solve a single computational problem. Composite services are then built utilizing these independent component models, much like in the consumer application space. Interactions between component models is orchestrated by a federation management system. This proposed approach is then demonstrated by disaggregating an existing monolithic model for a cookstove into a set of component models. The component models are then reintegrated and compared with the original model for computational accuracy and run-time. Additionally, a novel engineering workflow is proposed that reuses computational data by constructing reduced-order models (ROMs). This framework is evaluated empirically for a number of producers and consumers of engineering models based on computation and data synchronization aspects. The framework is also evaluated by simulating an engineering design workflow with multiple producers and consumers at various stages during the design process. Finally, concepts from the federated system of models and ROMs are combined to propose the concept of a hybrid model (information artefact). The hybrid model is a web-enabled microservice that encapsulates information from multiple engineering models at varying fidelities, and responds to queries based on the best available information. Rules for the construction of hybrid models have been proposed and evaluated in the context of engineering workflows

    Lenient multi-agent deep reinforcement learning

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    Much of the success of single agent deep reinforcement learning (DRL) in recent years can be attributed to the use of experience replay memories (ERM), which allow Deep Q-Networks (DQNs) to be trained efficiently through sampling stored state transitions. However, care is required when using ERMs for multi-agent deep reinforcement learning (MA-DRL), as stored transitions can become outdated because agents update their policies in parallel [11]. In this work we apply leniency [23] to MA-DRL. Lenient agents map state-action pairs to decaying temperature values that control the amount of leniency applied towards negative policy updates that are sampled from the ERM. This introduces optimism in the value-function update, and has been shown to facilitate cooperation in tabular fully-cooperative multi-agent reinforcement learning problems. We evaluate our Lenient-DQN (LDQN) empirically against the related Hysteretic-DQN (HDQN) algorithm [22] as well as a modified version we call scheduled-HDQN, that uses average reward learning near terminal states. Evaluations take place in extended variations of the Coordinated Multi-Agent Object Transportation Problem (CMOTP) [8] which include fully-cooperative sub-tasks and stochastic rewards. We find that LDQN agents are more likely to converge to the optimal policy in a stochastic reward CMOTP compared to standard and scheduled-HDQN agents

    Simulating operational memory models using off-the-shelf program analysis tools

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    Memory models allow reasoning about the correctness of multithreaded programs. Constructing and using such models is facilitated by simulators that reveal which behaviours of a given program are allowed. While extensive work has been done on simulating axiomatic memory models, there has been less work on simulation of operational models. Operational models are often considered more intuitive than axiomatic models, but are challenging to simulate due to the vast number of paths through the model’s transition system. Observing that a similar path-explosion problem is tackled by program analysis tools, we investigate the idea of reducing the decision problem of “whether a given memory model allows a given behaviour” to the decision problem of “whether a given C program is safe”, which can be handled by a variety of off-the-shelf tools. We report on our experience using multiple program analysis tools for C for this purpose—a model checker (CBMC), a symbolic execution tool (KLEE), and three coverage-guided fuzzers (libFuzzer, Centipede and AFL++)—presenting two case-studies. First, we evaluate the performance and scalability of these tools in the context of the x86 memory model, showing that fuzzers offer performance competitive with that of RMEM, a state-of-the-art bespoke memory model simulator. Second, we study a more complex, recently developed memory model for hybrid CPU/FPGA devices for which no bespoke simulator is available. We highlight how different encoding strategies can aid the various tools and show how our approach allows us to simulate the CPU/FPGA model twice as deeply as in prior work, leading to us finding and fixing several infidelities in the model. We also experimented with applying three analysis tools that won the “falsification” category in the 2023 Annual Software Verification Competition (SV-COMP). We found that these tools do not scale to our use cases, motivating us to submit example C programs arising from our work for inclusion in the set of SV-COMP benchmarks, so that they can serve as challenge examples

    Game Theory Solutions in Sensor-Based Human Activity Recognition: A Review

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    The Human Activity Recognition (HAR) tasks automatically identify human activities using the sensor data, which has numerous applications in healthcare, sports, security, and human-computer interaction. Despite significant advances in HAR, critical challenges still exist. Game theory has emerged as a promising solution to address these challenges in machine learning problems including HAR. However, there is a lack of research work on applying game theory solutions to the HAR problems. This review paper explores the potential of game theory as a solution for HAR tasks, and bridges the gap between game theory and HAR research work by suggesting novel game-theoretic approaches for HAR problems. The contributions of this work include exploring how game theory can improve the accuracy and robustness of HAR models, investigating how game-theoretic concepts can optimize recognition algorithms, and discussing the game-theoretic approaches against the existing HAR methods. The objective is to provide insights into the potential of game theory as a solution for sensor-based HAR, and contribute to develop a more accurate and efficient recognition system in the future research directions

    Machine learning for network based intrusion detection: an investigation into discrepancies in findings with the KDD cup '99 data set and multi-objective evolution of neural network classifier ensembles from imbalanced data.

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    For the last decade it has become commonplace to evaluate machine learning techniques for network based intrusion detection on the KDD Cup '99 data set. This data set has served well to demonstrate that machine learning can be useful in intrusion detection. However, it has undergone some criticism in the literature, and it is out of date. Therefore, some researchers question the validity of the findings reported based on this data set. Furthermore, as identified in this thesis, there are also discrepancies in the findings reported in the literature. In some cases the results are contradictory. Consequently, it is difficult to analyse the current body of research to determine the value in the findings. This thesis reports on an empirical investigation to determine the underlying causes of the discrepancies. Several methodological factors, such as choice of data subset, validation method and data preprocessing, are identified and are found to affect the results significantly. These findings have also enabled a better interpretation of the current body of research. Furthermore, the criticisms in the literature are addressed and future use of the data set is discussed, which is important since researchers continue to use it due to a lack of better publicly available alternatives. Due to the nature of the intrusion detection domain, there is an extreme imbalance among the classes in the KDD Cup '99 data set, which poses a significant challenge to machine learning. In other domains, researchers have demonstrated that well known techniques such as Artificial Neural Networks (ANNs) and Decision Trees (DTs) often fail to learn the minor class(es) due to class imbalance. However, this has not been recognized as an issue in intrusion detection previously. This thesis reports on an empirical investigation that demonstrates that it is the class imbalance that causes the poor detection of some classes of intrusion reported in the literature. An alternative approach to training ANNs is proposed in this thesis, using Genetic Algorithms (GAs) to evolve the weights of the ANNs, referred to as an Evolutionary Neural Network (ENN). When employing evaluation functions that calculate the fitness proportionally to the instances of each class, thereby avoiding a bias towards the major class(es) in the data set, significantly improved true positive rates are obtained whilst maintaining a low false positive rate. These findings demonstrate that the issues of learning from imbalanced data are not due to limitations of the ANNs; rather the training algorithm. Moreover, the ENN is capable of detecting a class of intrusion that has been reported in the literature to be undetectable by ANNs. One limitation of the ENN is a lack of control of the classification trade-off the ANNs obtain. This is identified as a general issue with current approaches to creating classifiers. Striving to create a single best classifier that obtains the highest accuracy may give an unfruitful classification trade-off, which is demonstrated clearly in this thesis. Therefore, an extension of the ENN is proposed, using a Multi-Objective GA (MOGA), which treats the classification rate on each class as a separate objective. This approach produces a Pareto front of non-dominated solutions that exhibit different classification trade-offs, from which the user can select one with the desired properties. The multi-objective approach is also utilised to evolve classifier ensembles, which yields an improved Pareto front of solutions. Furthermore, the selection of classifier members for the ensembles is investigated, demonstrating how this affects the performance of the resultant ensembles. This is a key to explaining why some classifier combinations fail to give fruitful solutions

    The matching law and melioration learning: From individual decision-making to social interactions

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    Das Thema dieser Dissertation ist die Anwendung des „Matching Law” als Verhaltensannahme bei der Erklärung sozialer Phänomene. Das „Matching Law” ist ein Modell der behavioristischen Lerntheorie und sagt aus, dass die relative Häufigkeit der Wahl einer Handlung mit der relativen Häufigkeit der Belohnung dieser Handlung übereinstimmt. In der Dissertation werden verschiedene Probleme in Bezug auf die soziologische Anwendung des „Matching Law” erörtert. Aufbauend auf diesen Erkenntnissen wird das Entsprechungsgesetz in die ökonomische Entscheidungstheorie integriert und mit bestehenden Verhaltensprognosen theoretisch verglichen. Anschließend wird das Entsprechungsgesetz auf mehrere soziale Situationen angewandt. Dabei kommt ein Lernmodell zum Einsatz, welches als „Melioration Learning” bezeichnet wird und unter bestimmten Bedingungen zum Entsprechungsgesetz führt. Mit Hilfe dieses Lernmodells und agentenbasierter Simulationen werden Hypothesen zu sozialem Verhalten hergeleitet. Zunächst werden einfache Situationen mit nur zwei interagierenden Akteuren betrachtet. Dabei lassen sich durch das Entsprechungsgesetz einige Lösungskonzepte der Spieltheorie replizieren, obwohl weniger Annahmen bezüglich der kognitiven Fähigkeiten der Akteure und der verfügbaren Informationen gesetzt werden. Außerdem werden Interaktionen zwischen beliebig vielen Akteuren untersucht. Erstens lässt sich die Entstehung sozialer Konventionen über das Entsprechungsgesetz erklären. Zweitens wird dargestellt, dass die Akteure lernen, in einem Freiwilligendilemma oder einem Mehrpersonen-Gefangenendilemma zu kooperieren
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