6,321 research outputs found

    Gradient-free activation maximization for identifying effective stimuli

    Full text link
    A fundamental question for understanding brain function is what types of stimuli drive neurons to fire. In visual neuroscience, this question has also been posted as characterizing the receptive field of a neuron. The search for effective stimuli has traditionally been based on a combination of insights from previous studies, intuition, and luck. Recently, the same question has emerged in the study of units in convolutional neural networks (ConvNets), and together with this question a family of solutions were developed that are generally referred to as "feature visualization by activation maximization." We sought to bring in tools and techniques developed for studying ConvNets to the study of biological neural networks. However, one key difference that impedes direct translation of tools is that gradients can be obtained from ConvNets using backpropagation, but such gradients are not available from the brain. To circumvent this problem, we developed a method for gradient-free activation maximization by combining a generative neural network with a genetic algorithm. We termed this method XDream (EXtending DeepDream with real-time evolution for activation maximization), and we have shown that this method can reliably create strong stimuli for neurons in the macaque visual cortex (Ponce et al., 2019). In this paper, we describe extensive experiments characterizing the XDream method by using ConvNet units as in silico models of neurons. We show that XDream is applicable across network layers, architectures, and training sets; examine design choices in the algorithm; and provide practical guides for choosing hyperparameters in the algorithm. XDream is an efficient algorithm for uncovering neuronal tuning preferences in black-box networks using a vast and diverse stimulus space.Comment: 16 pages, 8 figures, 3 table

    Better Safe Than Sorry: An Adversarial Approach to Improve Social Bot Detection

    Full text link
    The arm race between spambots and spambot-detectors is made of several cycles (or generations): a new wave of spambots is created (and new spam is spread), new spambot filters are derived and old spambots mutate (or evolve) to new species. Recently, with the diffusion of the adversarial learning approach, a new practice is emerging: to manipulate on purpose target samples in order to make stronger detection models. Here, we manipulate generations of Twitter social bots, to obtain - and study - their possible future evolutions, with the aim of eventually deriving more effective detection techniques. In detail, we propose and experiment with a novel genetic algorithm for the synthesis of online accounts. The algorithm allows to create synthetic evolved versions of current state-of-the-art social bots. Results demonstrate that synthetic bots really escape current detection techniques. However, they give all the needed elements to improve such techniques, making possible a proactive approach for the design of social bot detection systems.Comment: This is the pre-final version of a paper accepted @ 11th ACM Conference on Web Science, June 30-July 3, 2019, Boston, U

    SINVAD: Search-based Image Space Navigation for DNN Image Classifier Test Input Generation

    Full text link
    The testing of Deep Neural Networks (DNNs) has become increasingly important as DNNs are widely adopted by safety critical systems. While many test adequacy criteria have been suggested, automated test input generation for many types of DNNs remains a challenge because the raw input space is too large to randomly sample or to navigate and search for plausible inputs. Consequently, current testing techniques for DNNs depend on small local perturbations to existing inputs, based on the metamorphic testing principle. We propose new ways to search not over the entire image space, but rather over a plausible input space that resembles the true training distribution. This space is constructed using Variational Autoencoders (VAEs), and navigated through their latent vector space. We show that this space helps efficiently produce test inputs that can reveal information about the robustness of DNNs when dealing with realistic tests, opening the field to meaningful exploration through the space of highly structured images

    Tile Pattern KL-Divergence for Analysing and Evolving Game Levels

    Full text link
    This paper provides a detailed investigation of using the Kullback-Leibler (KL) Divergence as a way to compare and analyse game-levels, and hence to use the measure as the objective function of an evolutionary algorithm to evolve new levels. We describe the benefits of its asymmetry for level analysis and demonstrate how (not surprisingly) the quality of the results depends on the features used. Here we use tile-patterns of various sizes as features. When using the measure for evolution-based level generation, we demonstrate that the choice of variation operator is critical in order to provide an efficient search process, and introduce a novel convolutional mutation operator to facilitate this. We compare the results with alternative generators, including evolving in the latent space of generative adversarial networks, and Wave Function Collapse. The results clearly show the proposed method to provide competitive performance, providing reasonable quality results with very fast training and reasonably fast generation.Comment: 8 pages plus references. Proceedings of GECCO 201

    Tools for Landscape Analysis of Optimisation Problems in Procedural Content Generation for Games

    Get PDF
    The term Procedural Content Generation (PCG) refers to the (semi-)automatic generation of game content by algorithmic means, and its methods are becoming increasingly popular in game-oriented research and industry. A special class of these methods, which is commonly known as search-based PCG, treats the given task as an optimisation problem. Such problems are predominantly tackled by evolutionary algorithms. We will demonstrate in this paper that obtaining more information about the defined optimisation problem can substantially improve our understanding of how to approach the generation of content. To do so, we present and discuss three efficient analysis tools, namely diagonal walks, the estimation of high-level properties, as well as problem similarity measures. We discuss the purpose of each of the considered methods in the context of PCG and provide guidelines for the interpretation of the results received. This way we aim to provide methods for the comparison of PCG approaches and eventually, increase the quality and practicality of generated content in industry.Comment: 30 pages, 8 figures, accepted for publication in Applied Soft Computin
    • …
    corecore