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Stephen Hailes

Publications and source records attributed to Stephen Hailes.

28 records · Page 2Linked to original sources

Dynamic Network Reconfiguration for Entropy Maximization using Deep Reinforcement Learning

A key problem in network theory is how to reconfigure a graph in order to optimize a quantifiable objective. Given the ubiquity of networked systems, such work has broad practical applications in a variety of situations, ranging from drug and material design to telecommunications. The large decision space of possible reconfigurations, however, makes this problem computationally intensive. In this paper, we cast the problem of network rewiring for optimizing a specified structural property as a Markov Decision Process (MDP), in which a decision-maker is given a budget of modifications that are performed sequentially. We then propose a general approach based on the Deep Q-Network (DQN) algorithm and graph neural networks (GNNs) that can efficiently learn strategies for rewiring networks. We then discuss a cybersecurity case study, i.e., an application to the computer network reconfiguration problem for intrusion protection. In a typical scenario, an attacker might have a (partial) map of the system they plan to penetrate; if the network is effectively "scrambled", they would not be able to navigate it since their prior knowledge would become obsolete. This can be viewed as an entropy maximization problem, in which the goal is to increase the surprise of the network. Indeed, entropy acts as a proxy measurement of the difficulty of navigating the network topology. We demonstrate the general ability of the proposed method to obtain better entropy gains than random rewiring on synthetic and real-world graphs while being computationally inexpensive, as well as being able to generalize to larger graphs than those seen during training. Simulations of attack scenarios confirm the effectiveness of the learned rewiring strategies.

cs.LG↗

Planning Spatial Networks with Monte Carlo Tree Search

We tackle the problem of goal-directed graph construction: given a starting graph, a budget of modifications, and a global objective function, the aim is to find a set of edges whose addition to the graph achieves the maximum improvement in the objective (e.g., communication efficiency). This problem emerges in many networks of great importance for society such as transportation and critical infrastructure networks. We identify two significant shortcomings with present methods. Firstly, they focus exclusively on network topology while ignoring spatial information; however, in many real-world networks, nodes are embedded in space, which yields different global objectives and governs the range and density of realizable connections. Secondly, existing RL methods scale poorly to large networks due to the high cost of training a model and the scaling factors of the action space and global objectives. In this work, we formulate this problem as a deterministic MDP. We adopt the Monte Carlo Tree Search framework for planning in this domain, prioritizing the optimality of final solutions over the speed of policy evaluation. We propose several improvements over the standard UCT algorithm for this family of problems, addressing their single-agent nature, the trade-off between the costs of edges and their contribution to the objective, and an action space linear in the number of nodes. We demonstrate the suitability of this approach for improving the global efficiency and attack resilience of a variety of synthetic and real-world networks, including Internet backbone networks and metro systems. Our approach obtains a 24% improvement in these metrics compared to UCT on the largest networks tested and scalability superior to previous methods.

cs.AI↗

Goal-directed graph construction using reinforcement learning

Graphs can be used to represent and reason about systems and a variety of metrics have been devised to quantify their global characteristics. However, little is currently known about how to construct a graph or improve an existing one given a target objective. In this work, we formulate the construction of a graph as a decision-making process in which a central agent creates topologies by trial and error and receives rewards proportional to the value of the target objective. By means of this conceptual framework, we propose an algorithm based on reinforcement learning and graph neural networks to learn graph construction and improvement strategies. Our core case study focuses on robustness to failures and attacks, a property relevant for the infrastructure and communication networks that power modern society. Experiments on synthetic and real-world graphs show that this approach can outperform existing methods while being cheaper to evaluate. It also allows generalization to out-of-sample graphs, as well as to larger out-of-distribution graphs in some cases. The approach is applicable to the optimization of other global structural properties of graphs.

cs.LG↗

Solving Graph-based Public Good Games with Tree Search and Imitation Learning

Public goods games represent insightful settings for studying incentives for individual agents to make contributions that, while costly for each of them, benefit the wider society. In this work, we adopt the perspective of a central planner with a global view of a network of self-interested agents and the goal of maximizing some desired property in the context of a best-shot public goods game. Existing algorithms for this known NP-complete problem find solutions that are sub-optimal and cannot optimize for criteria other than social welfare. In order to efficiently solve public goods games, our proposed method directly exploits the correspondence between equilibria and the Maximal Independent Set (mIS) structural property of graphs. In particular, we define a Markov Decision Process which incrementally generates an mIS, and adopt a planning method to search for equilibria, outperforming existing methods. Furthermore, we devise a graph imitation learning technique that uses demonstrations of the search to obtain a graph neural network parametrized policy which quickly generalizes to unseen game instances. Our evaluation results show that this policy is able to reach 99.5% of the performance of the planning method while being three orders of magnitude faster to evaluate on the largest graphs tested. The methods presented in this work can be applied to a large class of public goods games of potentially high societal impact and more broadly to other graph combinatorial optimization problems.

cs.AI↗

Cooperation and Reputation Dynamics with Reinforcement Learning

Creating incentives for cooperation is a challenge in natural and artificial systems. One potential answer is reputation, whereby agents trade the immediate cost of cooperation for the future benefits of having a good reputation. Game theoretical models have shown that specific social norms can make cooperation stable, but how agents can independently learn to establish effective reputation mechanisms on their own is less understood. We use a simple model of reinforcement learning to show that reputation mechanisms generate two coordination problems: agents need to learn how to coordinate on the meaning of existing reputations and collectively agree on a social norm to assign reputations to others based on their behavior. These coordination problems exhibit multiple equilibria, some of which effectively establish cooperation. When we train agents with a standard Q-learning algorithm in an environment with the presence of reputation mechanisms, convergence to undesirable equilibria is widespread. We propose two mechanisms to alleviate this: (i) seeding a proportion of the system with fixed agents that steer others towards good equilibria; and (ii), intrinsic rewards based on the idea of introspection, i.e., augmenting agents' rewards by an amount proportionate to the performance of their own strategy against themselves. A combination of these simple mechanisms is successful in stabilizing cooperation, even in a fully decentralized version of the problem where agents learn to use and assign reputations simultaneously. We show how our results relate to the literature in Evolutionary Game Theory, and discuss implications for artificial, human and hybrid systems, where reputations can be used as a way to establish trust and cooperation.

cs.MA↗

Identifying Vulnerabilities of Industrial Control Systems using Evolutionary Multiobjective Optimisation

In this paper we propose a novel methodology to assist in identifying vulnerabilities in a real-world complex heterogeneous industrial control systems (ICS) using two evolutionary multiobjective optimisation (EMO) algorithms, NSGA-II and SPEA2. Our approach is evaluated on a well known benchmark chemical plant simulator, the Tennessee Eastman (TE) process model. We identified vulnerabilities in individual components of the TE model and then made use of these to generate combinatorial attacks to damage the safety of the system, and to cause economic loss. Results were compared against random attacks, and the performance of the EMO algorithms were evaluated using hypervolume, spread and inverted generational distance (IGD) metrics. A defence against these attacks in the form of a novel intrusion detection system was developed, using a number of machine learning algorithms. Designed approach was further tested against the developed detection methods. Results demonstrate that EMO algorithms are a promising tool in the identification of the most vulnerable components of ICS, and weaknesses of any existing detection systems in place to protect the system. The proposed approach can be used by control and security engineers to design security aware control, and test the effectiveness of security mechanisms, both during design, and later during system operation.

cs.CR↗

Real-Time Stochastic Optimal Control for Multi-agent Quadrotor Systems

This paper presents a novel method for controlling teams of unmanned aerial vehicles using Stochastic Optimal Control (SOC) theory. The approach consists of a centralized high-level planner that computes optimal state trajectories as velocity sequences, and a platform-specific low-level controller which ensures that these velocity sequences are met. The planning task is expressed as a centralized path-integral control problem, for which optimal control computation corresponds to a probabilistic inference problem that can be solved by efficient sampling methods. Through simulation we show that our SOC approach (a) has significant benefits compared to deterministic control and other SOC methods in multimodal problems with noise-dependent optimal solutions, (b) is capable of controlling a large number of platforms in real-time, and (c) yields collective emergent behaviour in the form of flight formations. Finally, we show that our approach works for real platforms, by controlling a team of three quadrotors in outdoor conditions.

eess.SY↗

Partner Selection for the Emergence of Cooperation in Multi-Agent Systems Using Reinforcement Learning

Social dilemmas have been widely studied to explain how humans are able to cooperate in society. Considerable effort has been invested in designing artificial agents for social dilemmas that incorporate explicit agent motivations that are chosen to favor coordinated or cooperative responses. The prevalence of this general approach points towards the importance of achieving an understanding of both an agent's internal design and external environment dynamics that facilitate cooperative behavior. In this paper, we investigate how partner selection can promote cooperative behavior between agents who are trained to maximize a purely selfish objective function. Our experiments reveal that agents trained with this dynamic learn a strategy that retaliates against defectors while promoting cooperation with other agents resulting in a prosocial society.

cs.MA↗

Online Collective Animal Movement Activity Recognition

Learning the activities of animals is important for the purpose of monitoring their welfare vis a vis their behaviour with respect to their environment and conspecifics. While previous works have largely focused on activity recognition in a single animal, little or no work has been done in learning the collective behaviour of animals. In this work, we address the problem of recognising the collective movement activities of a group of sheep in a flock. We present a discriminative framework that learns to track the positions and velocities of all the animals in the flock in an online manner whilst estimating their collective activity. We investigate the performance of two simple deep network architectures and show that we can learn the collective activities with good accuracy even when the distribution of the activities is skewed.

cs.LG↗

A Bayesian Residual-Based Test for Cointegration

Cointegration is an important concept in the analysis of non-stationary time-series, giving conditions under which a collection of non-stationary processes has an underlying stationary (cointegration) relationship. In this paper we present the first fully Bayesian residual-based test for cointegration, where we consider the whole space of possible cointegration relationships when testing for the presence of cointegration. We first demonstrate that such a test can be performed exactly in the case where the residual process follows a first-order autoregressive process. We then extend this test to include more complex residual processes, where we first consider a suitable cointegration test-statistic and then leverage Bayesian sampling techniques to perform the necessary inference. We empirically demonstrate that our Bayesian approach attains a superior classification accuracy than existing approaches, all of which use a point estimate of the cointegration relationship in their test. Finally, we demonstrate our approach on some real world financial time-series data.

stat.ME↗