A Metric Learning Approach to Anomaly Detection in Video GamesBenedict Wilkins, Chris Watkins, Kostas Stathis
With the aim of designing automated tools that assist in the video game quality assurance process, we frame the problem of identifying bugs in video games as an anomaly detection (AD) problem. We develop State-State Siamese Networks (S3N) as an efficient deep metric learning approach to AD in this context and explore how it may be used as part of an automated testing tool. Finally, we show by empirical evaluation on a series of Atari games, that S3N is able to learn a meaningful embedding, and consequently is able to identify various common types of video game bugs.
Explaining Deep Learning Models with Constrained Adversarial ExamplesJonathan Moore, Nils Hammerla, Chris Watkins
Machine learning algorithms generally suffer from a problem of explainability. Given a classification result from a model, it is typically hard to determine what caused the decision to be made, and to give an informative explanation. We explore a new method of generating counterfactual explanations, which instead of explaining why a particular classification was made explain how a different outcome can be achieved. This gives the recipients of the explanation a better way to understand the outcome, and provides an actionable suggestion. We show that the introduced method of Constrained Adversarial Examples (CADEX) can be used in real world applications, and yields explanations which incorporate business or domain constraints such as handling categorical attributes and range constraints.
2.2NEFeb 27, 2019
An evolutionary model that satisfies detailed balanceJüri Lember, Chris Watkins
We propose a class of evolutionary models that involves an arbitrary exchangeable process as the breeding process and different selection schemes. In those models, a new genome is born according to the breeding process, and then a genome is removed according to the selection scheme that involves fitness. Thus the population size remains constant. The process evolves according to a Markov chain, and, unlike in many other existing models, the stationary distribution -- so called mutation-selection equilibrium -- can be easily found and studied. The behaviour of the stationary distribution when the population size increases is our main object of interest. Several phase-transition theorems are proved.
2.3PEFeb 12, 2014
Sex as Gibbs Sampling: a probability model of evolutionChris Watkins, Yvonne Buttkewitz
We show that evolutionary computation can be implemented as standard Markov-chain Monte-Carlo (MCMC) sampling. With some care, `genetic algorithms' can be constructed that are reversible Markov chains that satisfy detailed balance; it follows that the stationary distribution of populations is a Gibbs distribution in a simple factorised form. For some standard and popular nonparametric probability models, we exhibit Gibbs-sampling procedures that are plausible genetic algorithms. At mutation-selection equilibrium, a population of genomes is analogous to a sample from a Bayesian posterior, and the genomes are analogous to latent variables. We suggest this is a general, tractable, and insightful formulation of evolutionary computation in terms of standard machine learning concepts and techniques. In addition, we show that evolutionary processes in which selection acts by differences in fecundity are not reversible, and also that it is not possible to construct reversible evolutionary models in which each child is produced by only two parents.