Current Projects


 
Integrated Learning
 
 

The Integrated Learning program will create a new kind of learning system in which learning is an integrated problem solving process where the learner opportunistically assembles knowledge from many different sources, including generating it by reasoning, in order to learn. The challenge problem for the learner is to learn a complex task model or generalized plan by being shown how to perform some task only once. To accomplish this, the learner must combine the limited observational data with domain knowledge, world knowledge, reasoning, and simulation (asking what-if questions) in order to assemble the body of knowledge necessary to generate the models. Learners in this program will not be exposed to large numbers of training instances as a primary learning input mechanism. More information can be found here:

http://www.darpa.mil/ipto/solicitations/open/05-43_PIP.htm
http://www.bbn.com/News_and_Events/Press_Releases/06_07_10.html

 


 

Autonomic Systems Management (IBM):

This project builds on our earlier work on autonomic computing, in which a system monitored a single computer's connection to the wide-area network. In the event of a loss of connectivity, the system learned which adaptive sequences of informational and remedial actions would restore connectivity in minimum time. The new project extends the earlier work to a broader network-management problem. Instead of simply reacting when fatal problems occur, it monitors performance and constantly tunes and reconfigures the system to maximize performance in an ongoing task. As a result, the system has the opportunity to notice which of its actions result in improved performance. However, this goal is challenging because (1) the system is not told how to achieve maximum throughput, or even (2) what level of throughput is attainable moment to moment. Our system constructs an ego-centric model of how its behavior affects measurable quantities such as response time and throughput at different points in the network. Since the relation between configuration parameters and performance changes over time (as a result of differences in load, failed links, etc.), the modeling problem is especially challenging.
To attempt to strike a more effective balance between exploration and exploitation during learning, our system makes the assumption that external network conditions (modes) recur---that is, after some amount of experience, the system assumes it is in a familiar (though perhaps
unidentified) mode. We believe that such an assumption is realistic (experts can often make a repair quickly and reliably by recognizing a problem as an instance of one he or she had previously encountered) and perhaps necessary to make progress on the challenging self-management problem.

 


 

Representation and Learning in Computational Game Theory (NSF)
 

Game theory has emerged as the key tool for understanding and designing complex multiagent environments such as the Internet, systems of autonomous agents, and electronic communities or economies.
This project is building a computational theory of games that will provide a rich and flexible collection of models and representations for complex game-theoretic problems; powerful and efficient algorithms for manipulating and learning these models; and a deep understanding of the algorithmic and resource issues arising in all aspects of game theory. Two of the most important topics that have materialized to date --- and the primary emphases of the current project --- are the representation and efficient manipulation of large and complex games, and new approaches to learning in game-theoretic settings. On the topic of representation, the project includes the development of methods to model-structured interaction in large-population games; the intersection of social network theory and game theory; new representations in repeated games; and representational issues for a variety of equilibria types. On the topic of learning, it includes the development of online multiplicative update methods for large and structured games; modeling cooperation in learning; applications of game theory to the analysis of machine-learning methods; learning for games that change over time; and the relationship between game theory and reinforcement learning.

 


 

Evaluating Next Generation Probabilistic Planners (NSF)
 
 

The driving goal of this project is to advance the state of the art of probabilistic planners toward increased efficiency, improved robustness to problem variations, and broadened applicability to real-world problems. To accomplish this goal, we focus on two interrelated tasks. First, we propose and develop a methodology for evaluating probabilistic planners. This requires studying a set of alternatives and running experiments to correlate evaluation metrics with desirable outcomes in increasingly realistic domains. Our efforts have been coordinated closely with the larger research community through the biannual International Planning Competition (IPC). Second, we pursue the development of our own planning algorithms, with a particular emphasis on approaches that exploit the relationship between probabilistic planning and reinforcement learning.
 

Past Projects



 

Decision Theoretic Planning for Planetary Exploration (NASA)
This project aims to understand how to create efficient planning algorithms for reactive task scheduling under resource constraints for Mars-rover-type robots. We are using task descriptions developed at NASA to create robot plans that decide which scientific goals to pursue as a function of the set of goals previously achieved and remaining continuous resources such as battery life and daylight.

 

Learning to Create Knowledge:
Bridging the Representation Gap (DARPA)
 

To develop more intelligent, more adaptable, more powerful systems, we are studying a novel approach to the autonomous creation of knowledge by a learning system. Our key idea is the development and exploitation of intrinsically-motivated learning, in which the learner strives to achieve, not only task-oriented goals, but also the satisfaction of drives such as curiosity, novelty-seeking, a desire to create and experience "interesting'' stimuli, and achieving mastery over its environment. Our learning system will combine the development of knowledge and understanding via intrinsic rewards with two other important elements. The first is extrinsic, or task-oriented reward. While the design of algorithms to maximize extrinsic reward are well studied, we will need to show that our learner can successfully balance its desires for externally and internally-generated sources of reward. By modulating the strength or "urgency'' of extrinsic reward from slightly below to slightly above the intrinsically-generated utilities, we believe the standard algorithms for reward maximization will seamlessly integrate these disparate motivations. The problem is additionally simplified by the fact that intrinsic rewards are transient---once curiosity is satisfied, for example, it no longer serves as a motivating force.


 
Intelligent Distributed Intrusion Detection via Collaboration
(HSARPA: Homeland Security)
 
 

With PnP Networks, we are focusing on the challenge of building an automated, autonomic DIDS (distributed intrusion detection system) that functions across multiple administrative domains, thereby enabling broad and complete correlation of locally-observed patterns of network traffic and resulting machine response.