87,427 research outputs found
Generating real context data to test user dependent systems - application to multi-agent systems
First Online 26 June 2019This paper, deals with the usually need of data to simulate behavior and efficiency of proposed solutions in several fields, and also knowing that personal data always bring privacy and security issues. This work wants to promote a balanced solution between the need of personal information and the user’s privacy expectations. We propose a solution to overcome these issues, and don’t compromise the balance between security and personal comfort based on generating real context data of users, that allow to test user dependent systems.This work has been supported by FCT Fundação para a Ciência e Tecnologia within the Project Scope: UID/CEC/00319/2019
AI Solutions for MDS: Artificial Intelligence Techniques for Misuse Detection and Localisation in Telecommunication Environments
This report considers the application of Articial Intelligence (AI) techniques to
the problem of misuse detection and misuse localisation within telecommunications
environments. A broad survey of techniques is provided, that covers inter alia
rule based systems, model-based systems, case based reasoning, pattern matching,
clustering and feature extraction, articial neural networks, genetic algorithms, arti
cial immune systems, agent based systems, data mining and a variety of hybrid
approaches. The report then considers the central issue of event correlation, that
is at the heart of many misuse detection and localisation systems. The notion of
being able to infer misuse by the correlation of individual temporally distributed
events within a multiple data stream environment is explored, and a range of techniques,
covering model based approaches, `programmed' AI and machine learning
paradigms. It is found that, in general, correlation is best achieved via rule based approaches,
but that these suffer from a number of drawbacks, such as the difculty of
developing and maintaining an appropriate knowledge base, and the lack of ability
to generalise from known misuses to new unseen misuses. Two distinct approaches
are evident. One attempts to encode knowledge of known misuses, typically within
rules, and use this to screen events. This approach cannot generally detect misuses
for which it has not been programmed, i.e. it is prone to issuing false negatives.
The other attempts to `learn' the features of event patterns that constitute normal
behaviour, and, by observing patterns that do not match expected behaviour, detect
when a misuse has occurred. This approach is prone to issuing false positives,
i.e. inferring misuse from innocent patterns of behaviour that the system was not
trained to recognise. Contemporary approaches are seen to favour hybridisation,
often combining detection or localisation mechanisms for both abnormal and normal
behaviour, the former to capture known cases of misuse, the latter to capture
unknown cases. In some systems, these mechanisms even work together to update
each other to increase detection rates and lower false positive rates. It is concluded
that hybridisation offers the most promising future direction, but that a rule or state
based component is likely to remain, being the most natural approach to the correlation
of complex events. The challenge, then, is to mitigate the weaknesses of
canonical programmed systems such that learning, generalisation and adaptation
are more readily facilitated
Early aspects: aspect-oriented requirements engineering and architecture design
This paper reports on the third Early Aspects: Aspect-Oriented Requirements Engineering and Architecture Design Workshop, which has been held in Lancaster, UK, on March 21, 2004. The workshop included a presentation session and working sessions in which the particular topics on early aspects were discussed. The primary goal of the workshop was to focus on challenges to defining methodical software development processes for aspects from early on in the software life cycle and explore the potential of proposed methods and techniques to scale up to industrial applications
Human-Machine Collaborative Optimization via Apprenticeship Scheduling
Coordinating agents to complete a set of tasks with intercoupled temporal and
resource constraints is computationally challenging, yet human domain experts
can solve these difficult scheduling problems using paradigms learned through
years of apprenticeship. A process for manually codifying this domain knowledge
within a computational framework is necessary to scale beyond the
``single-expert, single-trainee" apprenticeship model. However, human domain
experts often have difficulty describing their decision-making processes,
causing the codification of this knowledge to become laborious. We propose a
new approach for capturing domain-expert heuristics through a pairwise ranking
formulation. Our approach is model-free and does not require enumerating or
iterating through a large state space. We empirically demonstrate that this
approach accurately learns multifaceted heuristics on a synthetic data set
incorporating job-shop scheduling and vehicle routing problems, as well as on
two real-world data sets consisting of demonstrations of experts solving a
weapon-to-target assignment problem and a hospital resource allocation problem.
We also demonstrate that policies learned from human scheduling demonstration
via apprenticeship learning can substantially improve the efficiency of a
branch-and-bound search for an optimal schedule. We employ this human-machine
collaborative optimization technique on a variant of the weapon-to-target
assignment problem. We demonstrate that this technique generates solutions
substantially superior to those produced by human domain experts at a rate up
to 9.5 times faster than an optimization approach and can be applied to
optimally solve problems twice as complex as those solved by a human
demonstrator.Comment: Portions of this paper were published in the Proceedings of the
International Joint Conference on Artificial Intelligence (IJCAI) in 2016 and
in the Proceedings of Robotics: Science and Systems (RSS) in 2016. The paper
consists of 50 pages with 11 figures and 4 table
Player agency in interactive narrative: audience, actor & author
The question motivating this review paper is, how can
computer-based interactive narrative be used as a constructivist learn-
ing activity? The paper proposes that player agency can be used to
link interactive narrative to learner agency in constructivist theory,
and to classify approaches to interactive narrative. The traditional
question driving research in interactive narrative is, ‘how can an in-
teractive narrative deal with a high degree of player agency, while
maintaining a coherent and well-formed narrative?’ This question
derives from an Aristotelian approach to interactive narrative that,
as the question shows, is inherently antagonistic to player agency.
Within this approach, player agency must be restricted and manip-
ulated to maintain the narrative. Two alternative approaches based
on Brecht’s Epic Theatre and Boal’s Theatre of the Oppressed are
reviewed. If a Boalian approach to interactive narrative is taken the
conflict between narrative and player agency dissolves. The question
that emerges from this approach is quite different from the traditional
question above, and presents a more useful approach to applying in-
teractive narrative as a constructivist learning activity
Agents for educational games and simulations
This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications
- …