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Sebastian Risi

Publications and source records attributed to Sebastian Risi.

94 records · Page 6Linked to original sources

Deep-Spying: Spying using Smartwatch and Deep Learning

Wearable technologies are today on the rise, becoming more common and broadly available to mainstream users. In fact, wristband and armband devices such as smartwatches and fitness trackers already took an important place in the consumer electronics market and are becoming ubiquitous. By their very nature of being wearable, these devices, however, provide a new pervasive attack surface threatening users privacy, among others. In the meantime, advances in machine learning are providing unprecedented possibilities to process complex data efficiently. Allowing patterns to emerge from high dimensional unavoidably noisy data. The goal of this work is to raise awareness about the potential risks related to motion sensors built-in wearable devices and to demonstrate abuse opportunities leveraged by advanced neural network architectures. The LSTM-based implementation presented in this research can perform touchlogging and keylogging on 12-keys keypads with above-average accuracy even when confronted with raw unprocessed data. Thus demonstrating that deep neural networks are capable of making keystroke inference attacks based on motion sensors easier to achieve by removing the need for non-trivial pre-processing pipelines and carefully engineered feature extraction strategies. Our results suggest that the complete technological ecosystem of a user can be compromised when a wearable wristband device is worn.

cs.CR↗

Neuroevolution in Games: State of the Art and Open Challenges

This paper surveys research on applying neuroevolution (NE) to games. In neuroevolution, artificial neural networks are trained through evolutionary algorithms, taking inspiration from the way biological brains evolved. We analyse the application of NE in games along five different axes, which are the role NE is chosen to play in a game, the different types of neural networks used, the way these networks are evolved, how the fitness is determined and what type of input the network receives. The article also highlights important open research challenges in the field.

cs.NE↗

Increasing Behavioral Complexity for Evolved Virtual Creatures with the ESP Method

Since their introduction in 1994 (Sims), evolved virtual creatures (EVCs) have employed the coevolution of morphology and control to produce high-impact work in multiple fields, including graphics, evolutionary computation, robotics, and artificial life. However, in contrast to fixed-morphology creatures, there has been no clear increase in the behavioral complexity of EVCs in those two decades. This paper describes a method for moving beyond this limit, making use of high-level human input in the form of a syllabus of intermediate learning tasks--along with mechanisms for preservation, reuse, and combination of previously learned tasks. This method--named ESP for its three components: encapsulation, syllabus, and pandemonium--is presented in two complementary versions: Fast ESP, which constrains later morphological changes to achieve linear growth in computation time as behavioral complexity is added, and General ESP, which allows this restriction to be removed when sufficient computational resources are available. Experiments demonstrate that the ESP method allows evolved virtual creatures to reach new levels of behavioral complexity in the co-evolution of morphology and control, approximately doubling the previous state of the art.

cs.NE↗

The Case for a Mixed-Initiative Collaborative Neuroevolution Approach

It is clear that the current attempts at using algorithms to create artificial neural networks have had mixed success at best when it comes to creating large networks and/or complex behavior. This should not be unexpected, as creating an artificial brain is essentially a design problem. Human design ingenuity still surpasses computational design for most tasks in most domains, including architecture, game design, and authoring literary fiction. This leads us to ask which the best way is to combine human and machine design capacities when it comes to designing artificial brains. Both of them have their strengths and weaknesses; for example, humans are much too slow to manually specify thousands of neurons, let alone the billions of neurons that go into a human brain, but on the other hand they can rely on a vast repository of common-sense understanding and design heuristics that can help them perform a much better guided search in design space than an algorithm. Therefore, in this paper we argue for a mixed-initiative approach for collaborative online brain building and present first results towards this goal.

cs.NE↗