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Virtual Scientific Communities for Innovation

Virtual Scientific Communities for Innovation. Supported by Novartis and GMO. Karl Lieberherr Northeastern University College of Computer and Information Science Boston, MA joint work with Ahmed Abdelmeged and Bryan Chadwick. Introduction. Problems to be solved:

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Virtual Scientific Communities for Innovation

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  1. Virtual Scientific Communities for Innovation Supported by Novartis and GMO • Karl Lieberherr • Northeastern University • College of Computer and Information Science • Boston, MA • joint work with • Ahmed Abdelmeged and Bryan Chadwick

  2. Introduction • Problems to be solved: • Optimal assembly of a system from components • hardware • software • Maximum constraint satisfaction problem (MAX-CSP) • Transporting goods minimizing energy consumption • Schedule tasks minimizing cost Innovation

  3. Introduction • Solve optimization problems in a domain X (X-problems). • Find a feasible solution of good quality efficiently. • Scholars to play the Specker Challenge Game (X) [SCG(X)]. Repeat a few times. • Within the group of participating scholars, the winning scholar has the • best solver for X-problems • best supported knowledge about X Innovation

  4. Introduction • Players share hypotheses about "the approximability of problems in certain niches of the problem domain" • Administrator reconciles inconsistencies between shared hypotheses => Condensing knowledge/stirring progress • Player with the strongest correct hypothesis gains reputation, the other player receives targeted feedback / gains knowledge

  5. Introduction • The game is designed to exclude situations where it is impossible to give useful targeted feedback and/or it's possible to gain reputation without sharing the strongest correct hypothesis, e.g.: proposing strong obvious hypothesis, avoiding involvement with other players, mirroring, ... etc => Fair assessment

  6. Benefits of SCG • Social Welfare • Supported knowledge • Hypotheses are challenged and strengthened. • Better supported knowledge comes from better algorithms and software. Innovation

  7. SCG(X) Scholar Alice Scholar Bob Scholars Design Problem Solver Develop Software Deliver Agent I am the best No!! Agent Alice Agent Bob Let’s play constructively Administrator SCG police Innovation

  8. our focus SCG agent robot Bob Alice degree of automation used by scholar 1 0 no automation human plays some automation human plays full automation agent plays transfer to reliable, efficient software more applications: test constructive knowledge Innovation

  9. Social Engineering • Why develop problem solving software through a virtual scientific community? • Evaluates fairly, frequently, constructively and dynamically. Encourages retrieval of state-of-the-art know-how, integration and discovery. • Challenges humans, drives innovation, both competitive and collaborative. • Agents point humans to what needs attention in problem solution / software. Innovation

  10. Software Development • Software developers are knowledge integrators: Requirements, contextual information (lectures, papers), behavior of program in competition, etc. Innovation

  11. Scholars and virtual Scholars! • Are encouraged to • offer results that are not easily improved. • offer results that they can successfully support. • strengthen results, if possible. • publish results of an experimental nature with an appropriate confidence level. • stay active and publish new results or oppose current results. • be well-rounded: solve posed problems and pose difficult problems for others. • become famous! Innovation

  12. Agent Design • How to Design an artificial organism? • needs introspection to give it an ego. • has a basic need: maximize reputation. • has a rhythm: every round the same activity. • interacts with other agents by proposing and opposing hypotheses. • makes agent vulnerable. Innovation

  13. competitive / collaborative Agent Alice: claims hypothesis H loses reputation r wins knowledge k Agent Bob: challenges H, discounts: provides evidence for !H wins reputation r makes public knowledge k Innovation

  14. Definitions • A hypothesis H offered by Alice is constructively defendable by Alice against Bob if Alice supports H when Bob challenges H. • The constructive defense is determined by an interactive protocol between Alice and Bob. • A hypothesis H1 is stronger than hypothesis H2 if H1 implies H2. • Successfully opposing is a form of proposing: strengthening a hypothesis means to propose a new one. Discounting a hypothesis means to propose its complement. Innovation

  15. SCG is sound • The SCG game is sound, i.e., agent Alice wins with proposed hypothesis H against opponent Bob iff • H is stronger than what Bob could constructively defend and • H is constructively defendable by Alice against Bob. Innovation

  16. GIGO: Garbage in / Garbage out • If all agents are weak, no useful solver created. • WEAK against STRONG: • STRONG accepts a hypothesis that is not discountable but WEAK cannot support it. Correct knowledge might be discounted. • STRONG strengthens a hypothesis too much that it becomes discountable, but WEAK cannot discount it. Incorrect knowledge might be supported. Innovation

  17. What is the purpose of SCG? • The purpose of playing an SCG(X) contest is to assess the "skills" of the players in: • "approximating" optimization problems in domain X, • "figuring-out" the wall-clock-time-bounded approximability of niches in domain X, • "figuring-out" hardest problems in a specific niche, and • "being-aware" of the niches in which their own solution algorithm works best. • This multi-faceted evaluation makes SCG(X) more superior to contests based on benchmarks that only test the player's skills in approximating optimization problems. During the game, players cross-test each others' skills. Innovation

  18. How to use SCG(X) • ABB needs new ideas about how to solve optimization problems in domain X. • Define hypothesis language for X • X-problems • hypotheses, includes protocol • Submit hypothesis language definition to SCG server. Innovation

  19. How to use SCG(X) • Offer prize money for winner with conditions, e.g., performance must be at least 10% higher as performance of agent XY that ABB provides. • 10 teams from 6 countries sign up, committing to 6 competitions. Player executables become known to other players after each competition. One team from ABB. • The SCG server sends them the basic agent and the administrator for testing. Innovation

  20. How to use SCG(X) • Game histories known to all. Data mining! • First competition is at 23.59 on day 1. Registration starts at 18.00 on same day. The competition lasts 2.5 hours. • Repeat on days 7, 14, … 42. • The final winner is: Team Mumbai, winning 10000 Euro. Delivers source code and design document describing winning algorithm to ABB. Innovation

  21. Benefits for ABB of using SCG(X) • Teams perform know-how retrieval and integration and maybe some research. • Participating teams try to find the best knowledge in the area. • Hypothesis language gives control! • The non-discounted hypotheses give hints about new X-specific knowledge. • A well-tested solver for X-problems that integrates the current algorithmic knowledge in field X. Innovation

  22. Disadvantages of SCG • The game is addictive. After Bob having spent 4 hours to fix his agent and still losing against Alice, Bob really wants to know why! • Overhead to learn to define and participate in competitions. • The administrator for SCG(X) must perfectly supervise the game. Includes checking the legality of X-problems. • if admin does not, cheap play is possible. • watching over the admin. I am perfect Innovation

  23. How to compensatefor disadvantages • Warn the scholars. • Use a gentleman’s security policy: report administrator problems, don’t exploit them to win. • Occasionally have a non-counting “attack the administrator” competition to find vulnerabilities in administrator. • both generic as well as X-specific vulnerabilities. Innovation

  24. Experience block Innovation

  25. Experience • Used for 3 years in undergraduate Software Development course. Prerequisites: 2 semesters of Introductory Programming, Object-Oriented Design, Discrete Structures, Theory of Computation. • Collect and integrate knowledge from prerequisite courses, lectures, and literature. • Teach it to the agent. Innovation

  26. Experience MAX-CSP • MAX-CSP Problem Decompositions • T-Ball (one relation), Softball (several relations, one implication tree), Baseball (several relations). • ALL, SECRET Innovation

  27. Stages for SECRET T-Ball • MAXCUT • R(x,y)= x!=y • fair coin ½ • maximally biased coin ½ • semi-definite programming / eigenvalue minimization 0.878 Innovation

  28. Stages for SECRET T-Ball • One-in-three • R(x,y,z) = (x+y+z=1) • fair coin: 0.375 • optimally biased coin: 0.444 Innovation

  29. Stages for ALL Baseball • Propose/Oppose/Provide/Solve • based on fair coin • optimally biased coin • correctly optimize polynomials • correctly eliminate noise relations • correctly implement weights • … Innovation

  30. The SCG(X) Game

  31. How to model a scholar? • Solve problems. • Provide hard problems. • Propose hypotheses about Solve and Provide (Introspection). • Oppose hypotheses. • Strengthen hypotheses. • Challenge hypotheses. • Supported challenge failed. • Discounted challenge succeeded. Innovation

  32. How to model a hypothesis • A problem space. • A discounting predicate on the problem space. • A protocol to set the predicate through alternating “moves” (decisions) by Alice and Bob. If the predicate becomes true, Alice wins. Innovation

  33. How to model a hypothesis • Proposing and challenging a hypotheses is risky: your opponent has much freedom to choose its decisions within the game rules. • Alternating quantifiers. • Replace “exists” by agent algorithm kept by administrator. Innovation

  34. SQ = Quality(P, SAlice) Hypothesis • Alice’ Hypothesis: There exists a problem P in niche N of X s.t. for all solutions SBob searched by the opponent Bob in T seconds. Quality(P, SBob) < AR * Quality(P, SAlice). • Hypotheses have an associated confidence [0,1]. • Hypothesis: <N, AR, Confidence>. Innovation

  35. 1in3 niche Truth Table 1in3 000 0 001 1 010 1 011 0 100 1 101 0 110 0 111 0 • Only relation 1in3 is used. • 1in3 problem P: v1 v2 v3 v4 v5 1in3( v1 v2 v3) 1in3( v2 v4 v5) 1in3( v1 v3 v4) 1in3( v3 v4 v5) secret1 0 0 1 0 Secret quality SQ = 3/4 Innovation

  36. 1in3 Hypothesis • 1in3 hypothesis H proposed by Alice: exists P in 1in3 niche so that for all SBob that opponent Bob searches in time t (small constant) seconds: Quality(P,SBob) < 0.4 * Quality(P,SAlice). • H = (niche = (1in3), AR =0.4, confidence = 0.8) • Bob has clever knowledge that Alice does not have. He opposes the hypothesis H by challenging it using his randomized algorithm. Innovation

  37. Bob’s clever knowledge4/9 for 1in3 • 4/9 for 1in3: For all P in 1in3 niche, exists S so that Quality(P,S) >= 0.444 * SQ. • Proof: la(p)=3*p*(1-p)2 has the maximum 4/9. • argmaxp in [0,1] la(p) = 1/3. • Without search, in PTIME. • Derandomize • Bob successfully discounts • Alice gets a hint • Was Bob just lucky? Truth Table 1in3 000 0 001 1 010 1 011 0 100 1 101 0 110 0 111 0 Innovation

  38. End Innovation

  39. Reputation Gain • Hypothesis have credibility [0,∞]. The credibility of a hypothesis is proportional to agent’s confidence in the hypothesis and agent’s reputation. • Reputation gain is proportional to the discounting factor and the hypothesis credibility. • The discounting factor [-1,1]. 1 means the hypothesis is completely discounted. Innovation

  40. Discounting Factor

  41. Discounting Factor • H1 = ((1in3), AR = 1.0, confidence = 1.0) • H1 proposed by Alice: exists P in 1in3 niche so that for all S that opponent Bob searches: Quality(P,S) < 1.0 * SQ. • This is a reasonable hypothesis if Alice is sure that her secret assignment is the maximum assignment when she provides a sufficiently big problem to Bob.

  42. What we did not tell you so far • A game defines some configuration constants: • a maximum problem size • For example, all problems in the niche can have at most 1 million constraints. • A maximum time bound for all tasks (propose, oppose, provide, solve), e.g. 60 seconds. • An initial reputation, e.g., 100. When reputation becomes negative, agent has lost.

  43. Discounting Factor: ReputationGain for Strengthening • H1 = ((1in3), AR = 1.0, confidence = 1.0) • H1 proposed by Alice: exists P in 1in3 niche so that for all S that opponent Bob searches: Quality(P,S) < 1.0 * SQ. • Bob thinks he can strengthen H1 to H2 = (MAXCSP, niche = secret ExistsForAll (1in3), AR = 0.9, confidence = 1.0). • DiscountingFactor 1.0-0.9 = 0.1. • ReputationGain for Bob = 0.1 * 1.0 * AliceReputation. • Alice gets her reputation back if she discounts H2.

  44. Discounting FactorReputationGain for Discounting • H = ((1in3), AR = 0.4, confidence = 1.0) • H proposed by Alice: exists P in 1in3 niche so that for all S that opponent Bob searches: Quality(P,S) < 0.4 * SQ. • Bob knows he can discount H based on this knowledge: 4/9 for 1in3. • Let’s assume he achieves 0.45 on Alice’ problem. • DiscountingFactor 0.45 – 0.4 = 0.05 . • ReputationGain for Bob = 0.05*1.0*AliceReputation.

  45. Discounting FactorReputationGain for Supporting • H = ((1in3), AR = 0.4, confidence = 1.0) • H proposed by Alice: exists P in 1in3 niche so that for all S that opponent Bob searches: Quality(P,S) < 0.4 * SQ. • Bob knows he can discount H based on this knowledge: 4/9 for 1in3. • Let’s assume he achieves 0.3 on Alice’ problem. Bob has a bug somewhere! • DiscountingFactor 0.3 – 0.4 = -0.1 • ReputationLoss for Bob = -0.1*1.0*AliceReputation.

  46. Mechanism Design • The exact SCG(X) mechanism is still a work in progress. • SCG(X) mechanism must be sound: • Encourage productive behavior and discourage unproductive behavior of scientists. • The agent with best heuristics wins. Innovation

  47. Tools to facilitate use of SCG(X) • Definition of X. • Generate a client-server infrastructure for playing SCG(X) on the web. • Administrator enforces SCG(X) rules: client. • Baby agents: servers. They can communicate and play an uninteresting game. • Baby agents get improved by their caregivers, register with Administrator and the game begins at midnight. Innovation

  48. SCIENTIFIC COMMUNITY

  49. Scholars and virtual Scholars! • Are encouraged to • offer results that are not easily improved. • offer results that they can successfully support. • quote related work and show how they improve on previous work. • publish results of an experimental nature with an appropriate confidence level. • stay active and publish new results or oppose current results. • be well-rounded: solve posed problems and pose difficult problems for others. • become famous! Innovation

  50. Productive Scientific Behavior (1) • The agents propose hypotheses that are difficult to strengthen or challenge (i.e. non-trivial yet correct). Otherwise, they lose reputation to their opponents. • Offer results that cannot be easily improved. • Offer results that they can successfully support. Innovation

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