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We consider "surrounding" versions of the classic Cops and Robber game. The game is played on a connected graph in which two players, one controlling a number of cops and the other controlling a robber, take alternating turns. In a turn, each player may move each of their pieces: The robber always moves between adjacent vertices. Regarding the moves of the cops we distinguish four versions that differ in whether the cops are on the vertices or the edges of the graph and whether the robber may move on/through them. The goal of the cops is to surround the robber, i.e., occupying all neighbors (vertex version) or incident edges (edge version) of the robber's current vertex. In contrast, the robber tries to avoid being surrounded indefinitely. Given a graph, the so-called cop number denotes the minimum number of cops required to eventually surround the robber. We relate the different cop numbers of these versions and prove that none of them is bounded by a function of the classical cop number and the maximum degree of the graph, thereby refuting a conjecture by Crytser, Komarov and Mackey [Graphs and Combinatorics, 2020].

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Bitcoin and many other similar Cryptocurrencies have been in existence for over a decade, prominently focusing on decentralized, pseudo-anonymous ledger-based transactions. Many protocol improvements and changes have resulted in new variants of Cryptocurrencies that are known for their peculiar characteristics. For instance, Storjcoin is a Proof-of-Storage-based Cryptocurrency that incentivizes its peers based on the amount of storage owned by them. Cryptocurrencies like Monero strive for user privacy by using privacy-centric cryptographic algorithms. While Cryptocurrencies strive to maintain peer transparency by making the transactions and the entire ledger public, user privacy is compromised at times. Monero and many other privacy-centric Cryptocurrencies have significantly improved from the original Bitcoin protocol after several problems were found in the protocol. Most of these deficiencies were related to the privacy of users. Even though Bitcoin claims to have pseudo-anonymous user identities, many attacks have managed to successfully de-anonymize users. In this paper, we present some well-known attacks and analysis techniques that have compromised the privacy of Bitcoin and many other similar Cryptocurrencies. We also analyze and study different privacy-preserving algorithms and the problems these algorithms manage to solve. Lastly, we touch upon the ethics, impact, legality, and acceptance of imposing these privacy algorithms.

The edge computing paradigm helps handle the Internet of Things (IoT) generated data in proximity to its source. Challenges occur in transferring, storing, and processing this rapidly growing amount of data on resource-constrained edge devices. Symbolic Representation (SR) algorithms are promising solutions to reduce the data size by converting actual raw data into symbols. Also, they allow data analytics (e.g., anomaly detection and trend prediction) directly on symbols, benefiting large classes of edge applications. However, existing SR algorithms are centralized in design and work offline with batch data, which is infeasible for real-time cases. We propose SymED - Symbolic Edge Data representation method, i.e., an online, adaptive, and distributed approach for symbolic representation of data on edge. SymED is based on the Adaptive Brownian Bridge-based Aggregation (ABBA), where we assume low-powered IoT devices do initial data compression (senders) and the more robust edge devices do the symbolic conversion (receivers). We evaluate SymED by measuring compression performance, reconstruction accuracy through Dynamic Time Warping (DTW) distance, and computational latency. The results show that SymED is able to (i) reduce the raw data with an average compression rate of 9.5%; (ii) keep a low reconstruction error of 13.25 in the DTW space; (iii) simultaneously provide real-time adaptability for online streaming IoT data at typical latencies of 42ms per symbol, reducing the overall network traffic.

The grand aim of having a single robot that can manipulate arbitrary objects in diverse settings is at odds with the paucity of robotics datasets. Acquiring and growing such datasets is strenuous due to manual efforts, operational costs, and safety challenges. A path toward such an universal agent would require a structured framework capable of wide generalization but trained within a reasonable data budget. In this paper, we develop an efficient system (RoboAgent) for training universal agents capable of multi-task manipulation skills using (a) semantic augmentations that can rapidly multiply existing datasets and (b) action representations that can extract performant policies with small yet diverse multi-modal datasets without overfitting. In addition, reliable task conditioning and an expressive policy architecture enable our agent to exhibit a diverse repertoire of skills in novel situations specified using language commands. Using merely 7500 demonstrations, we are able to train a single agent capable of 12 unique skills, and demonstrate its generalization over 38 tasks spread across common daily activities in diverse kitchen scenes. On average, RoboAgent outperforms prior methods by over 40% in unseen situations while being more sample efficient and being amenable to capability improvements and extensions through fine-tuning. Videos at //robopen.github.io/

Cops and Robbers is a well-studied pursuit-evasion game in which a set of cops seeks to catch a robber in a graph G, where cops and robber move along edges of G. The cop number of G is the minimum number of cops that is sufficient to catch the robber. Every planar graph has cop number at most three, and there are planar graphs for which three cops are necessary [Aigner and Fromme, DAM 1984]. We study the problem for beyond-planar graphs, that is, graphs that can be drawn in the plane with few crossings. In particular, we focus on 1-planar graphs, that is, graphs that can be drawn in the plane with at most one crossing per edge. In contrast to planar graphs, we show that some 1-planar graphs have unbounded cop number. Meanwhile, for maximal 1-planar graphs, we prove that three cops are always sufficient and sometimes necessary. In addition, we characterize outer 1-planar graphs with respect to their cop number.

Honeypots are essential tools in cybersecurity. However, most of them (even the high-interaction ones) lack the required realism to engage and fool human attackers. This limitation makes them easily discernible, hindering their effectiveness. This work introduces a novel method to create dynamic and realistic software honeypots based on Large Language Models. Preliminary results indicate that LLMs can create credible and dynamic honeypots capable of addressing important limitations of previous honeypots, such as deterministic responses, lack of adaptability, etc. We evaluated the realism of each command by conducting an experiment with human attackers who needed to say if the answer from the honeypot was fake or not. Our proposed honeypot, called shelLM, reached an accuracy rate of 0.92.

Australia is a leading AI nation with strong allies and partnerships. Australia has prioritised robotics, AI, and autonomous systems to develop sovereign capability for the military. Australia commits to Article 36 reviews of all new means and methods of warfare to ensure weapons and weapons systems are operated within acceptable systems of control. Additionally, Australia has undergone significant reviews of the risks of AI to human rights and within intelligence organisations and has committed to producing ethics guidelines and frameworks in Security and Defence. Australia is committed to OECD's values-based principles for the responsible stewardship of trustworthy AI as well as adopting a set of National AI ethics principles. While Australia has not adopted an AI governance framework specifically for Defence; Defence Science has published 'A Method for Ethical AI in Defence' (MEAID) technical report which includes a framework and pragmatic tools for managing ethical and legal risks for military applications of AI.

Promoting behavioural diversity is critical for solving games with non-transitive dynamics where strategic cycles exist, and there is no consistent winner (e.g., Rock-Paper-Scissors). Yet, there is a lack of rigorous treatment for defining diversity and constructing diversity-aware learning dynamics. In this work, we offer a geometric interpretation of behavioural diversity in games and introduce a novel diversity metric based on \emph{determinantal point processes} (DPP). By incorporating the diversity metric into best-response dynamics, we develop \emph{diverse fictitious play} and \emph{diverse policy-space response oracle} for solving normal-form games and open-ended games. We prove the uniqueness of the diverse best response and the convergence of our algorithms on two-player games. Importantly, we show that maximising the DPP-based diversity metric guarantees to enlarge the \emph{gamescape} -- convex polytopes spanned by agents' mixtures of strategies. To validate our diversity-aware solvers, we test on tens of games that show strong non-transitivity. Results suggest that our methods achieve much lower exploitability than state-of-the-art solvers by finding effective and diverse strategies.

Multi-agent influence diagrams (MAIDs) are a popular form of graphical model that, for certain classes of games, have been shown to offer key complexity and explainability advantages over traditional extensive form game (EFG) representations. In this paper, we extend previous work on MAIDs by introducing the concept of a MAID subgame, as well as subgame perfect and trembling hand perfect equilibrium refinements. We then prove several equivalence results between MAIDs and EFGs. Finally, we describe an open source implementation for reasoning about MAIDs and computing their equilibria.

Answering questions that require reading texts in an image is challenging for current models. One key difficulty of this task is that rare, polysemous, and ambiguous words frequently appear in images, e.g., names of places, products, and sports teams. To overcome this difficulty, only resorting to pre-trained word embedding models is far from enough. A desired model should utilize the rich information in multiple modalities of the image to help understand the meaning of scene texts, e.g., the prominent text on a bottle is most likely to be the brand. Following this idea, we propose a novel VQA approach, Multi-Modal Graph Neural Network (MM-GNN). It first represents an image as a graph consisting of three sub-graphs, depicting visual, semantic, and numeric modalities respectively. Then, we introduce three aggregators which guide the message passing from one graph to another to utilize the contexts in various modalities, so as to refine the features of nodes. The updated nodes have better features for the downstream question answering module. Experimental evaluations show that our MM-GNN represents the scene texts better and obviously facilitates the performances on two VQA tasks that require reading scene texts.

We propose a novel single shot object detection network named Detection with Enriched Semantics (DES). Our motivation is to enrich the semantics of object detection features within a typical deep detector, by a semantic segmentation branch and a global activation module. The segmentation branch is supervised by weak segmentation ground-truth, i.e., no extra annotation is required. In conjunction with that, we employ a global activation module which learns relationship between channels and object classes in a self-supervised manner. Comprehensive experimental results on both PASCAL VOC and MS COCO detection datasets demonstrate the effectiveness of the proposed method. In particular, with a VGG16 based DES, we achieve an mAP of 81.7 on VOC2007 test and an mAP of 32.8 on COCO test-dev with an inference speed of 31.5 milliseconds per image on a Titan Xp GPU. With a lower resolution version, we achieve an mAP of 79.7 on VOC2007 with an inference speed of 13.0 milliseconds per image.

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