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Rafet Sifa

Publications and source records attributed to Rafet Sifa.

59 records · Page 4Linked to original sources

Generative Deep Learning Techniques for Password Generation

Password guessing approaches via deep learning have recently been investigated with significant breakthroughs in their ability to generate novel, realistic password candidates. In the present work we study a broad collection of deep learning and probabilistic based models in the light of password guessing: attention-based deep neural networks, autoencoding mechanisms and generative adversarial networks. We provide novel generative deep-learning models in terms of variational autoencoders exhibiting state-of-art sampling performance, yielding additional latent-space features such as interpolations and targeted sampling. Lastly, we perform a thorough empirical analysis in a unified controlled framework over well-known datasets (RockYou, LinkedIn, Youku, Zomato, Pwnd). Our results not only identify the most promising schemes driven by deep neural networks, but also illustrate the strengths of each approach in terms of generation variability and sample uniqueness.

cs.LG↗

NLPGym -- A toolkit for evaluating RL agents on Natural Language Processing Tasks

Reinforcement learning (RL) has recently shown impressive performance in complex game AI and robotics tasks. To a large extent, this is thanks to the availability of simulated environments such as OpenAI Gym, Atari Learning Environment, or Malmo which allow agents to learn complex tasks through interaction with virtual environments. While RL is also increasingly applied to natural language processing (NLP), there are no simulated textual environments available for researchers to apply and consistently benchmark RL on NLP tasks. With the work reported here, we therefore release NLPGym, an open-source Python toolkit that provides interactive textual environments for standard NLP tasks such as sequence tagging, multi-label classification, and question answering. We also present experimental results for 6 tasks using different RL algorithms which serve as baselines for further research. The toolkit is published at https://github.com/rajcscw/nlp-gym

cs.CL↗

Adiabatic Quantum Computing for Binary Clustering

Quantum computing for machine learning attracts increasing attention and recent technological developments suggest that especially adiabatic quantum computing may soon be of practical interest. In this paper, we therefore consider this paradigm and discuss how to adopt it to the problem of binary clustering. Numerical simulations demonstrate the feasibility of our approach and illustrate how systems of qubits adiabatically evolve towards a solution.

stat.ML↗

Rapid Prediction of Player Retention in Free-to-Play Mobile Games

Predicting and improving player retention is crucial to the success of mobile Free-to-Play games. This paper explores the problem of rapid retention prediction in this context. Heuristic modeling approaches are introduced as a way of building simple rules for predicting short-term retention. Compared to common classification algorithms, our heuristic-based approach achieves reasonable and comparable performance using information from the first session, day, and week of player activity.

stat.ML↗

A Comparison of Methods for Player Clustering via Behavioral Telemetry

The analysis of user behavior in digital games has been aided by the introduction of user telemetry in game development, which provides unprecedented access to quantitative data on user behavior from the installed game clients of the entire population of players. Player behavior telemetry datasets can be exceptionally complex, with features recorded for a varying population of users over a temporal segment that can reach years in duration. Categorization of behaviors, whether through descriptive methods (e.g. segmention) or unsupervised/supervised learning techniques, is valuable for finding patterns in the behavioral data, and developing profiles that are actionable to game developers. There are numerous methods for unsupervised clustering of user behavior, e.g. k-means/c-means, Non-negative Matrix Factorization, or Principal Component Analysis. Although all yield behavior categorizations, interpretation of the resulting categories in terms of actual play behavior can be difficult if not impossible. In this paper, a range of unsupervised techniques are applied together with Archetypal Analysis to develop behavioral clusters from playtime data of 70,014 World of Warcraft players, covering a five year interval. The techniques are evaluated with respect to their ability to develop actionable behavioral profiles from the dataset.

cs.HC↗