Making an updated and as-built model plays an important role in the life-cycle of a process plant. In particular, Digital Twin models must be precise to guarantee the efficiency and reliability of the systems. Data-driven models can simulate the latest behavior of the sub-systems by considering uncertainties and life-cycle related changes. This paper presents a step-by-step concept for hybrid Digital Twin models of process plants using an early implemented prototype as an example. It will detail the steps for updating the first-principles model and Digital Twin of a brownfield process system using data-driven models of the process equipment. The challenges for generation of an as-built hybrid Digital Twin will also be discussed. With the help of process history data to teach Machine Learning models, the implemented Digital Twin can be continually improved over time and this work in progress can be further optimized.
Presently, the practice of distributed computing is such that problems exist in a mathematical realm different from their solutions: a problem is presented as a set of requirements on possible process or system behaviors, and its solution is presented as algorithmic pseudocode satisfying the requirements. Here, we present a novel mathematical realm, termed \emph{multiagent transition systems with faults}, that aims to accommodate both distributed computing problems and their solutions. A problem is presented as a specification -- a multiagent transition system -- and a solution as an implementation of the specification by another, lower-level multiagent transition system, which may be proven to be resilient to a given set of faults. This duality of roles of a multiagent transition system can be exploited all the way from a high-level distributed computing problem description down to an agreed-upon base layer, say TCP/IP, resulting in a mathematical protocol stack where each protocol in the stack both implements the protocol above it and serves as a specification for the protocol below it. Correct implementations are compositional and thus provide also an implementation of the protocol stack as a whole. The framework also offers a formal -- yet natural and expressive -- notions of faults, fault-resilient implementations, and their composition.
We present a novel attack against the Combined Charging System, one of the most widely used DC rapid charging systems for electric vehicles (EVs). Our attack, Brokenwire, interrupts necessary control communication between the vehicle and charger, causing charging sessions to abort. The attack can be conducted wirelessly from a distance, allowing individual vehicles or entire fleets to be disrupted stealthily and simultaneously. In addition, it can be mounted with off-the-shelf radio hardware and minimal technical knowledge. The exploited behavior is a required part of the HomePlug Green PHY, DIN 70121 & ISO 15118 standards and all known implementations exhibit it. We first study the attack in a controlled testbed and then demonstrate it against seven vehicles and 18 chargers in real deployments. We find the attack to be successful in the real world, at ranges up to 47 m, for a power budget of less than 1 W. We further show that the attack can work between the floors of a building (e.g., multi-story parking), through perimeter fences, and from 'drive-by' attacks. We present a heuristic model to estimate the number of vehicles that can be attacked simultaneously for a given output power. Brokenwire has immediate implications for many of the around 12 million battery EVs on the roads worldwide - and profound effects on the new wave of electrification for vehicle fleets, both for private enterprise and crucial public services. As such, we conducted a disclosure to the industry and discussed a range of mitigation techniques that could be deployed to limit the impact.
Text Generation aims to produce plausible and readable text in human language from input data. The resurgence of deep learning has greatly advanced this field by neural generation models, especially the paradigm of pretrained language models (PLMs). Grounding text generation on PLMs is seen as a promising direction in both academia and industry. In this survey, we present the recent advances achieved in the topic of PLMs for text generation. In detail, we begin with introducing three key points of applying PLMs to text generation: 1) how to encode the input data as representations preserving input semantics which can be fused into PLMs; 2) how to design a universal and performant architecture of PLMs served as generation models; and 3) how to optimize PLMs given the reference text and ensure the generated text satisfying special text properties. Then, we figure out several challenges and future directions within each key point. Next, we present a summary of various useful resources and typical text generation applications to work with PLMs. Finally, we conclude and summarize the contribution of this survey.
To reduce the spread of misinformation, social media platforms may take enforcement actions against offending content, such as adding informational warning labels, reducing distribution, or removing content entirely. However, both their actions and their inactions have been controversial and plagued by allegations of partisan bias. The controversy in part can be explained by a lack of clarity around what actions should be taken, as they may not neatly reduce to questions of factual accuracy. When decisions are contested, the legitimacy of decision-making processes becomes crucial to public acceptance. Platforms have tried to legitimize their decisions by following well-defined procedures through rules and codebooks. In this paper, we consider an alternate source of legitimacy -- the will of the people. Surprisingly little is known about what ordinary people want the platforms to do about specific content. We provide empirical evidence about lay raters' preferences for platform actions on 368 news articles. Our results confirm that on many items there is no clear consensus on which actions to take. There is no partisan difference in terms of how many items deserve platform actions but liberals do prefer somewhat more action on content from conservative sources, and vice versa. We find a clear hierarchy of perceived severity, with inform being the least severe action, followed by reduce, and then remove. We also find that judgments about two holistic properties, misleadingness and harm, could serve as an effective proxy to determine what actions would be approved by a majority of raters. We conclude with the promise of the will of the people while acknowledging the practical details that would have to be worked out.
Much of recent Deep Reinforcement Learning success is owed to the neural architecture's potential to learn and use effective internal representations of the world. While many current algorithms access a simulator to train with a large amount of data, in realistic settings, including while playing games that may be played against people, collecting experience can be quite costly. In this paper, we introduce a deep reinforcement learning architecture whose purpose is to increase sample efficiency without sacrificing performance. We design this architecture by incorporating advances achieved in recent years in the field of Natural Language Processing and Computer Vision. Specifically, we propose a visually attentive model that uses transformers to learn a self-attention mechanism on the feature maps of the state representation, while simultaneously optimizing return. We demonstrate empirically that this architecture improves sample complexity for several Atari environments, while also achieving better performance in some of the games.
Imitation learning aims to extract knowledge from human experts' demonstrations or artificially created agents in order to replicate their behaviors. Its success has been demonstrated in areas such as video games, autonomous driving, robotic simulations and object manipulation. However, this replicating process could be problematic, such as the performance is highly dependent on the demonstration quality, and most trained agents are limited to perform well in task-specific environments. In this survey, we provide a systematic review on imitation learning. We first introduce the background knowledge from development history and preliminaries, followed by presenting different taxonomies within Imitation Learning and key milestones of the field. We then detail challenges in learning strategies and present research opportunities with learning policy from suboptimal demonstration, voice instructions and other associated optimization schemes.
The goal of text ranking is to generate an ordered list of texts retrieved from a corpus in response to a query. Although the most common formulation of text ranking is search, instances of the task can also be found in many natural language processing applications. This survey provides an overview of text ranking with neural network architectures known as transformers, of which BERT is the best-known example. The combination of transformers and self-supervised pretraining has, without exaggeration, revolutionized the fields of natural language processing (NLP), information retrieval (IR), and beyond. In this survey, we provide a synthesis of existing work as a single point of entry for practitioners who wish to gain a better understanding of how to apply transformers to text ranking problems and researchers who wish to pursue work in this area. We cover a wide range of modern techniques, grouped into two high-level categories: transformer models that perform reranking in multi-stage ranking architectures and learned dense representations that attempt to perform ranking directly. There are two themes that pervade our survey: techniques for handling long documents, beyond the typical sentence-by-sentence processing approaches used in NLP, and techniques for addressing the tradeoff between effectiveness (result quality) and efficiency (query latency). Although transformer architectures and pretraining techniques are recent innovations, many aspects of how they are applied to text ranking are relatively well understood and represent mature techniques. However, there remain many open research questions, and thus in addition to laying out the foundations of pretrained transformers for text ranking, this survey also attempts to prognosticate where the field is heading.
To make deliberate progress towards more intelligent and more human-like artificial systems, we need to be following an appropriate feedback signal: we need to be able to define and evaluate intelligence in a way that enables comparisons between two systems, as well as comparisons with humans. Over the past hundred years, there has been an abundance of attempts to define and measure intelligence, across both the fields of psychology and AI. We summarize and critically assess these definitions and evaluation approaches, while making apparent the two historical conceptions of intelligence that have implicitly guided them. We note that in practice, the contemporary AI community still gravitates towards benchmarking intelligence by comparing the skill exhibited by AIs and humans at specific tasks such as board games and video games. We argue that solely measuring skill at any given task falls short of measuring intelligence, because skill is heavily modulated by prior knowledge and experience: unlimited priors or unlimited training data allow experimenters to "buy" arbitrary levels of skills for a system, in a way that masks the system's own generalization power. We then articulate a new formal definition of intelligence based on Algorithmic Information Theory, describing intelligence as skill-acquisition efficiency and highlighting the concepts of scope, generalization difficulty, priors, and experience. Using this definition, we propose a set of guidelines for what a general AI benchmark should look like. Finally, we present a benchmark closely following these guidelines, the Abstraction and Reasoning Corpus (ARC), built upon an explicit set of priors designed to be as close as possible to innate human priors. We argue that ARC can be used to measure a human-like form of general fluid intelligence and that it enables fair general intelligence comparisons between AI systems and humans.
In recent years, mobile devices have gained increasingly development with stronger computation capability and larger storage. Some of the computation-intensive machine learning and deep learning tasks can now be run on mobile devices. To take advantage of the resources available on mobile devices and preserve users' privacy, the idea of mobile distributed machine learning is proposed. It uses local hardware resources and local data to solve machine learning sub-problems on mobile devices, and only uploads computation results instead of original data to contribute to the optimization of the global model. This architecture can not only relieve computation and storage burden on servers, but also protect the users' sensitive information. Another benefit is the bandwidth reduction, as various kinds of local data can now participate in the training process without being uploaded to the server. In this paper, we provide a comprehensive survey on recent studies of mobile distributed machine learning. We survey a number of widely-used mobile distributed machine learning methods. We also present an in-depth discussion on the challenges and future directions in this area. We believe that this survey can demonstrate a clear overview of mobile distributed machine learning and provide guidelines on applying mobile distributed machine learning to real applications.
Like any large software system, a full-fledged DBMS offers an overwhelming amount of configuration knobs. These range from static initialisation parameters like buffer sizes, degree of concurrency, or level of replication to complex runtime decisions like creating a secondary index on a particular column or reorganising the physical layout of the store. To simplify the configuration, industry grade DBMSs are usually shipped with various advisory tools, that provide recommendations for given workloads and machines. However, reality shows that the actual configuration, tuning, and maintenance is usually still done by a human administrator, relying on intuition and experience. Recent work on deep reinforcement learning has shown very promising results in solving problems, that require such a sense of intuition. For instance, it has been applied very successfully in learning how to play complicated games with enormous search spaces. Motivated by these achievements, in this work we explore how deep reinforcement learning can be used to administer a DBMS. First, we will describe how deep reinforcement learning can be used to automatically tune an arbitrary software system like a DBMS by defining a problem environment. Second, we showcase our concept of NoDBA at the concrete example of index selection and evaluate how well it recommends indexes for given workloads.