In this perspective, we argue that despite the democratization of powerful tools for data science and machine learning over the last decade, developing the code for a trustworthy and effective data science system (DSS) is getting harder. Perverse incentives and a lack of widespread software engineering (SE) skills are among many root causes we identify that naturally give rise to the current systemic crisis in reproducibility of DSSs. We analyze why SE and building large complex systems is, in general, hard. Based on these insights, we identify how SE addresses those difficulties and how we can apply and generalize SE methods to construct DSSs that are fit for purpose. We advocate two key development philosophies, namely that one should incrementally grow -- not biphasically plan and build -- DSSs, and one should always employ two types of feedback loops during development: one which tests the code's correctness and another that evaluates the code's efficacy.
Neural networks have revolutionized the area of artificial intelligence and introduced transformative applications to almost every scientific field and industry. However, this success comes at a great price; the energy requirements for training advanced models are unsustainable. One promising way to address this pressing issue is by developing low-energy neuromorphic hardware that directly supports the algorithm's requirements. The intrinsic non-volatility, non-linearity, and memory of spintronic devices make them appealing candidates for neuromorphic devices. Here we focus on the reservoir computing paradigm, a recurrent network with a simple training algorithm suitable for computation with spintronic devices since they can provide the properties of non-linearity and memory. We review technologies and methods for developing neuromorphic spintronic devices and conclude with critical open issues to address before such devices become widely used.
Dijkstra's algorithm is one of the most popular classic path planning algorithms, achieving optimal solutions across a wide range of challenging tasks. However, it only calculates the shortest distance from one vertex to another, which is hard to directly apply to the Dynamic Multi-Sources to Single-Destination (DMS-SD) problem. This paper proposes a modified Dijkstra algorithm to address the DMS-SD problem, where the destination can be dynamically changed. Our method deploys the concept of Adjacent Matrix from Floyd's algorithm and achieves the goal with mathematical calculations. We formally show that all-pairs shortest distance information in Floyd's algorithm is not required in our algorithm. Extensive experiments verify the scalability and optimality of the proposed method.
In the cybersecurity setting, defenders are often at the mercy of their detection technologies and subject to the information and experiences that individual analysts have. In order to give defenders an advantage, it is important to understand an attacker's motivation and their likely next best action. As a first step in modeling this behavior, we introduce a security game framework that simulates interplay between attackers and defenders in a noisy environment, focusing on the factors that drive decision making for attackers and defenders in the variants of the game with full knowledge and observability, knowledge of the parameters but no observability of the state (``partial knowledge''), and zero knowledge or observability (``zero knowledge''). We demonstrate the importance of making the right assumptions about attackers, given significant differences in outcomes. Furthermore, there is a measurable trade-off between false-positives and true-positives in terms of attacker outcomes, suggesting that a more false-positive prone environment may be acceptable under conditions where true-positives are also higher.
In human computer interaction (HCI), it is common to evaluate the value of HCI designs, techniques, devices, and systems in terms of their benefit to users. It is less common to discuss the benefit of HCI to computers. Every HCI task allows a computer to receive some data from the user. In many situations, the data received by the computer embodies human knowledge and intelligence in handling complex problems, and/or some critical information without which the computer cannot proceed. In this paper, we present an information-theoretic framework for quantifying the knowledge received by the computer from its users via HCI. We apply information-theoretic measures to some common HCI tasks as well as HCI tasks in complex data intelligence processes. We formalize the methods for estimating such quantities analytically and measuring them empirically. Using theoretical reasoning, we can confirm the significant but often undervalued role of HCI in data intelligence workflows.
Missing data can lead to inefficiencies and biases in analyses, in particular when data are missing not at random (MNAR). It is thus vital to understand and correctly identify the missing data mechanism. Recovering missing values through a follow up sample allows researchers to conduct hypothesis tests for MNAR, which are not possible when using only the original incomplete data. Investigating how properties of these tests are affected by the follow up sample design is little explored in the literature. Our results provide comprehensive insight into the properties of one such test, based on the commonly used selection model framework. We determine conditions for recovery samples that allow the test to be applied appropriately and effectively, i.e. with known Type I error rates and optimized with respect to power. We thus provide an integrated framework for testing for the presence of MNAR and designing follow up samples in an efficient cost-effective way. The performance of our methodology is evaluated through simulation studies as well as on a real data sample.
Estimating the probability of failure for complex real-world systems using high-fidelity computational models is often prohibitively expensive, especially when the probability is small. Exploiting low-fidelity models can make this process more feasible, but merging information from multiple low-fidelity and high-fidelity models poses several challenges. This paper presents a robust multi-fidelity surrogate modeling strategy in which the multi-fidelity surrogate is assembled using an active learning strategy using an on-the-fly model adequacy assessment set within a subset simulation framework for efficient reliability analysis. The multi-fidelity surrogate is assembled by first applying a Gaussian process correction to each low-fidelity model and assigning a model probability based on the model's local predictive accuracy and cost. Three strategies are proposed to fuse these individual surrogates into an overall surrogate model based on model averaging and deterministic/stochastic model selection. The strategies also dictate which model evaluations are necessary. No assumptions are made about the relationships between low-fidelity models, while the high-fidelity model is assumed to be the most accurate and most computationally expensive model. Through two analytical and two numerical case studies, including a case study evaluating the failure probability of Tristructural isotropic-coated (TRISO) nuclear fuels, the algorithm is shown to be highly accurate while drastically reducing the number of high-fidelity model calls (and hence computational cost).
Advances in artificial intelligence often stem from the development of new environments that abstract real-world situations into a form where research can be done conveniently. This paper contributes such an environment based on ideas inspired by elementary Microeconomics. Agents learn to produce resources in a spatially complex world, trade them with one another, and consume those that they prefer. We show that the emergent production, consumption, and pricing behaviors respond to environmental conditions in the directions predicted by supply and demand shifts in Microeconomics. We also demonstrate settings where the agents' emergent prices for goods vary over space, reflecting the local abundance of goods. After the price disparities emerge, some agents then discover a niche of transporting goods between regions with different prevailing prices -- a profitable strategy because they can buy goods where they are cheap and sell them where they are expensive. Finally, in a series of ablation experiments, we investigate how choices in the environmental rewards, bartering actions, agent architecture, and ability to consume tradable goods can either aid or inhibit the emergence of this economic behavior. This work is part of the environment development branch of a research program that aims to build human-like artificial general intelligence through multi-agent interactions in simulated societies. By exploring which environment features are needed for the basic phenomena of elementary microeconomics to emerge automatically from learning, we arrive at an environment that differs from those studied in prior multi-agent reinforcement learning work along several dimensions. For example, the model incorporates heterogeneous tastes and physical abilities, and agents negotiate with one another as a grounded form of communication.
This paper presents a succinct review of attempts in the literature to use game theory to model decision making scenarios relevant to defence applications. Game theory has been proven as a very effective tool in modelling decision making processes of intelligent agents, entities, and players. It has been used to model scenarios from diverse fields such as economics, evolutionary biology, and computer science. In defence applications, there is often a need to model and predict actions of hostile actors, and players who try to evade or out-smart each other. Modelling how the actions of competitive players shape the decision making of each other is the forte of game theory. In past decades, there have been several studies which applied different branches of game theory to model a range of defence-related scenarios. This paper provides a structured review of such attempts, and classifies existing literature in terms of the kind of warfare modelled, the types of game used, and the players involved. The presented analysis provides a concise summary about the state-of-the-art with regards to the use of game theory in defence applications, and highlights the benefits and limitations of game theory in the considered scenarios.
Recommender systems exploit interaction history to estimate user preference, having been heavily used in a wide range of industry applications. However, static recommendation models are difficult to answer two important questions well due to inherent shortcomings: (a) What exactly does a user like? (b) Why does a user like an item? The shortcomings are due to the way that static models learn user preference, i.e., without explicit instructions and active feedback from users. The recent rise of conversational recommender systems (CRSs) changes this situation fundamentally. In a CRS, users and the system can dynamically communicate through natural language interactions, which provide unprecedented opportunities to explicitly obtain the exact preference of users. Considerable efforts, spread across disparate settings and applications, have been put into developing CRSs. Existing models, technologies, and evaluation methods for CRSs are far from mature. In this paper, we provide a systematic review of the techniques used in current CRSs. We summarize the key challenges of developing CRSs into five directions: (1) Question-based user preference elicitation. (2) Multi-turn conversational recommendation strategies. (3) Dialogue understanding and generation. (4) Exploitation-exploration trade-offs. (5) Evaluation and user simulation. These research directions involve multiple research fields like information retrieval (IR), natural language processing (NLP), and human-computer interaction (HCI). Based on these research directions, we discuss some future challenges and opportunities. We provide a road map for researchers from multiple communities to get started in this area. We hope this survey helps to identify and address challenges in CRSs and inspire future research.
There is a resurgent interest in developing intelligent open-domain dialog systems due to the availability of large amounts of conversational data and the recent progress on neural approaches to conversational AI. Unlike traditional task-oriented bots, an open-domain dialog system aims to establish long-term connections with users by satisfying the human need for communication, affection, and social belonging. This paper reviews the recent works on neural approaches that are devoted to addressing three challenges in developing such systems: semantics, consistency, and interactiveness. Semantics requires a dialog system to not only understand the content of the dialog but also identify user's social needs during the conversation. Consistency requires the system to demonstrate a consistent personality to win users trust and gain their long-term confidence. Interactiveness refers to the system's ability to generate interpersonal responses to achieve particular social goals such as entertainment, conforming, and task completion. The works we select to present here is based on our unique views and are by no means complete. Nevertheless, we hope that the discussion will inspire new research in developing more intelligent dialog systems.