Fuzzing is one of the most effective approaches to finding software flaws. However, applying it to microcontroller firmware incurs many challenges. For example, rehosting-based solutions cannot accurately model peripheral behaviors and thus cannot be used to fuzz the corresponding driver code. In this work, we present $\mu$AFL, a hardware-in-the-loop approach to fuzzing microcontroller firmware. It leverages debugging tools in existing embedded system development to construct an AFL-compatible fuzzing framework. Specifically, we use the debug dongle to bridge the fuzzing environment on the PC and the target firmware on the microcontroller device. To collect code coverage information without costly code instrumentation, $\mu$AFL relies on the ARM ETM hardware debugging feature, which transparently collects the instruction trace and streams the results to the PC. However, the raw ETM data is obscure and needs enormous computing resources to recover the actual instruction flow. We therefore propose an alternative representation of code coverage, which retains the same path sensitivity as the original AFL algorithm, but can directly work on the raw ETM data without matching them with disassembled instructions. To further reduce the workload, we use the DWT hardware feature to selectively collect runtime information of interest. We evaluated $\mu$AFL on two real evaluation boards from two major vendors: NXP and STMicroelectronics. With our prototype, we discovered ten zero-day bugs in the driver code shipped with the SDK of STMicroelectronics and three zero-day bugs in the SDK of NXP. Eight CVEs have been allocated for them. Considering the wide adoption of vendor SDKs in real products, our results are alarming.
Interactive machine learning (IML) is a field of research that explores how to leverage both human and computational abilities in decision making systems. IML represents a collaboration between multiple complementary human and machine intelligent systems working as a team, each with their own unique abilities and limitations. This teamwork might mean that both systems take actions at the same time, or in sequence. Two major open research questions in the field of IML are: "How should we design systems that can learn to make better decisions over time with human interaction?" and "How should we evaluate the design and deployment of such systems?" A lack of appropriate consideration for the humans involved can lead to problematic system behaviour, and issues of fairness, accountability, and transparency. Thus, our goal with this work is to present a human-centred guide to designing and evaluating IML systems while mitigating risks. This guide is intended to be used by machine learning practitioners who are responsible for the health, safety, and well-being of interacting humans. An obligation of responsibility for public interaction means acting with integrity, honesty, fairness, and abiding by applicable legal statutes. With these values and principles in mind, we as a machine learning research community can better achieve goals of augmenting human skills and abilities. This practical guide therefore aims to support many of the responsible decisions necessary throughout the iterative design, development, and dissemination of IML systems.
The approximate uniform sampling of graph realizations with a given degree sequence is an everyday task in several social science, computer science, engineering etc. projects. One approach is using Markov chains. The best available current result about the well-studied switch Markov chain is that it is rapidly mixing on P-stable degree sequences (see DOI:10.1016/j.ejc.2021.103421). The switch Markov chain does not change any degree sequence. However, there are cases where degree intervals are specified rather than a single degree sequence. (A natural scenario where this problem arises is in hypothesis testing on social networks that are only partially observed.) Rechner, Strowick, and M\"uller-Hannemann introduced in 2018 the notion of degree interval Markov chain which uses three (separately well-studied) local operations (switch, hinge-flip and toggle), and employing on degree sequence realizations where any two sequences under scrutiny have very small coordinate-wise distance. Recently Amanatidis and Kleer published a beautiful paper (arXiv:2110.09068), showing that the degree interval Markov chain is rapidly mixing if the sequences are coming from a system of very thin intervals which are centered not far from a regular degree sequence. In this paper we extend substantially their result, showing that the degree interval Markov chain is rapidly mixing if the intervals are centred at P-stable degree sequences.
Safety is critical in autonomous robotic systems. A safe control law ensures forward invariance of a safe set (a subset in the state space). It has been extensively studied regarding how to derive a safe control law with a control-affine analytical dynamic model. However, in complex environments and tasks, it is challenging and time-consuming to obtain a principled analytical model of the system. In these situations, data-driven learning is extensively used and the learned models are encoded in neural networks. How to formally derive a safe control law with Neural Network Dynamic Models (NNDM) remains unclear due to the lack of computationally tractable methods to deal with these black-box functions. In fact, even finding the control that minimizes an objective for NNDM without any safety constraint is still challenging. In this work, we propose MIND-SIS (Mixed Integer for Neural network Dynamic model with Safety Index Synthesis), the first method to derive safe control laws for NNDM. The method includes two parts: 1) SIS: an algorithm for the offline synthesis of the safety index (also called as barrier function), which uses evolutionary methods and 2) MIND: an algorithm for online computation of the optimal and safe control signal, which solves a constrained optimization using a computationally efficient encoding of neural networks. It has been theoretically proved that MIND-SIS guarantees forward invariance and finite convergence. And it has been numerically validated that MIND-SIS achieves safe and optimal control of NNDM. From our experiments, the optimality gap is less than $10^{-8}$, and the safety constraint violation is $0$.
We present a method to simulate movement in interaction with computers, using Model Predictive Control (MPC). The method starts from understanding interaction from an Optimal Feedback Control (OFC) perspective. We assume that users aim to minimize an internalized cost function, subject to the constraints imposed by the human body and the interactive system. In contrast to previous linear approaches used in HCI, MPC can compute optimal controls for nonlinear systems. This allows us to use state-of-the-art biomechanical models and handle nonlinearities that occur in almost any interactive system. Instead of torque actuation, our model employs second-order muscles acting directly at the joints. We compare three different cost functions and evaluate the simulated trajectories against user movements in a Fitts' Law type pointing study with four different interaction techniques. Our results show that the combination of distance, control, and joint acceleration cost matches individual users' movements best, and predicts movements with an accuracy that is within the between-user variance. To aid HCI researchers and designers, we introduce CFAT, a novel method to identify maximum voluntary torques in joint-actuated models based on experimental data, and give practical advice on how to simulate human movement for different users, interaction techniques, and tasks.
Integrating security activities into the software development lifecycle to detect security flaws is essential for any project. These activities produce reports that must be managed and looped back to project stakeholders like developers to enable security improvements. This so-called Feedback Loop is a crucial part of any project and is required by various industrial security standards and models. However, the operation of this loop presents a variety of challenges. These challenges range from ensuring that feedback data is of sufficient quality over providing different stakeholders with the information they need to the enormous effort to manage the reports. In this paper, we propose a novel approach for treating findings from security activity reports as belief in a Knowledge Base (KB). By utilizing continuous logical inferences, we derive information necessary for practitioners and address existing challenges in the industry. This approach is currently evaluated in industrial DevOps projects, using data from continuous security testing.
Annotating data for supervised learning can be costly. When the annotation budget is limited, active learning can be used to select and annotate those observations that are likely to give the most gain in model performance. We propose an active learning algorithm that, in addition to selecting which observation to annotate, selects the precision of the annotation that is acquired. Assuming that annotations with low precision are cheaper to obtain, this allows the model to explore a larger part of the input space, with the same annotation costs. We build our acquisition function on the previously proposed BALD objective for Gaussian Processes, and empirically demonstrate the gains of being able to adjust the annotation precision in the active learning loop.
Recommender system is one of the most important information services on today's Internet. Recently, graph neural networks have become the new state-of-the-art approach of recommender systems. In this survey, we conduct a comprehensive review of the literature in graph neural network-based recommender systems. We first introduce the background and the history of the development of both recommender systems and graph neural networks. For recommender systems, in general, there are four aspects for categorizing existing works: stage, scenario, objective, and application. For graph neural networks, the existing methods consist of two categories, spectral models and spatial ones. We then discuss the motivation of applying graph neural networks into recommender systems, mainly consisting of the high-order connectivity, the structural property of data, and the enhanced supervision signal. We then systematically analyze the challenges in graph construction, embedding propagation/aggregation, model optimization, and computation efficiency. Afterward and primarily, we provide a comprehensive overview of a multitude of existing works of graph neural network-based recommender systems, following the taxonomy above. Finally, we raise discussions on the open problems and promising future directions of this area. We summarize the representative papers along with their codes repositories in //github.com/tsinghua-fib-lab/GNN-Recommender-Systems.
Behaviors of the synthetic characters in current military simulations are limited since they are generally generated by rule-based and reactive computational models with minimal intelligence. Such computational models cannot adapt to reflect the experience of the characters, resulting in brittle intelligence for even the most effective behavior models devised via costly and labor-intensive processes. Observation-based behavior model adaptation that leverages machine learning and the experience of synthetic entities in combination with appropriate prior knowledge can address the issues in the existing computational behavior models to create a better training experience in military training simulations. In this paper, we introduce a framework that aims to create autonomous synthetic characters that can perform coherent sequences of believable behavior while being aware of human trainees and their needs within a training simulation. This framework brings together three mutually complementary components. The first component is a Unity-based simulation environment - Rapid Integration and Development Environment (RIDE) - supporting One World Terrain (OWT) models and capable of running and supporting machine learning experiments. The second is Shiva, a novel multi-agent reinforcement and imitation learning framework that can interface with a variety of simulation environments, and that can additionally utilize a variety of learning algorithms. The final component is the Sigma Cognitive Architecture that will augment the behavior models with symbolic and probabilistic reasoning capabilities. We have successfully created proof-of-concept behavior models leveraging this framework on realistic terrain as an essential step towards bringing machine learning into military simulations.
State-of-the-art recommendation algorithms -- especially the collaborative filtering (CF) based approaches with shallow or deep models -- usually work with various unstructured information sources for recommendation, such as textual reviews, visual images, and various implicit or explicit feedbacks. Though structured knowledge bases were considered in content-based approaches, they have been largely neglected recently due to the availability of vast amount of data, and the learning power of many complex models. However, structured knowledge bases exhibit unique advantages in personalized recommendation systems. When the explicit knowledge about users and items is considered for recommendation, the system could provide highly customized recommendations based on users' historical behaviors. A great challenge for using knowledge bases for recommendation is how to integrated large-scale structured and unstructured data, while taking advantage of collaborative filtering for highly accurate performance. Recent achievements on knowledge base embedding sheds light on this problem, which makes it possible to learn user and item representations while preserving the structure of their relationship with external knowledge. In this work, we propose to reason over knowledge base embeddings for personalized recommendation. Specifically, we propose a knowledge base representation learning approach to embed heterogeneous entities for recommendation. Experimental results on real-world dataset verified the superior performance of our approach compared with state-of-the-art baselines.
Training a deep architecture using a ranking loss has become standard for the person re-identification task. Increasingly, these deep architectures include additional components that leverage part detections, attribute predictions, pose estimators and other auxiliary information, in order to more effectively localize and align discriminative image regions. In this paper we adopt a different approach and carefully design each component of a simple deep architecture and, critically, the strategy for training it effectively for person re-identification. We extensively evaluate each design choice, leading to a list of good practices for person re-identification. By following these practices, our approach outperforms the state of the art, including more complex methods with auxiliary components, by large margins on four benchmark datasets. We also provide a qualitative analysis of our trained representation which indicates that, while compact, it is able to capture information from localized and discriminative regions, in a manner akin to an implicit attention mechanism.