Online Network Optimization (ONO) google
Future 5G wireless networks will rely on agile and automated network management, where the usage of diverse resources must be jointly optimized with surgical accuracy. A number of key wireless network functionalities (e.g., traffic steering, energy savings) give rise to hard optimization problems. What is more, high spatio-temporal traffic variability coupled with the need to satisfy strict per slice/service SLAs in modern networks, suggest that these problems must be constantly (re-)solved, to maintain close-to-optimal performance. To this end, in this paper we propose the framework of Online Network Optimization (ONO), which seeks to maintain both agile and efficient control over time, using an arsenal of data-driven, adaptive, and AI-based techniques. Since the mathematical tools and the studied regimes vary widely among these methodologies, a theoretical comparison is often out of reach. Therefore, the important question ‘what is the right ONO technique ‘ remains open to date. In this paper, we discuss the pros and cons of each technique and further attempt a direct quantitative comparison for a specific use case, using real data. Our results suggest that carefully combining the insights of problem modeling with state-of-the-art AI techniques provides significant advantages at reasonable complexity. …

Graph of Graphs (GoG) google
Graphs are general and powerful data representations which can model complex real-world phenomena, ranging from chemical compounds to social networks; however, effective feature extraction from graphs is not a trivial task, and much work has been done in the field of machine learning and data mining. The recent advances in graph neural networks have made automatic and flexible feature extraction from graphs possible and have improved the predictive performance significantly. In this paper, we go further with this line of research and address a more general problem of learning with a graph of graphs (GoG) consisting of an external graph and internal graphs, where each node in the external graph has an internal graph structure. We propose a dual convolutional neural network that extracts node representations by combining the external and internal graph structures in an end-to-end manner. Experiments on link prediction tasks using several chemical network datasets demonstrate the effectiveness of the proposed method. …

DPASF google
Data preprocessing techniques are devoted to correct or alleviate errors in data. Discretization and feature selection are two of the most extended data preprocessing techniques. Although we can find many proposals for static Big Data preprocessing, there is little research devoted to the continuous Big Data problem. Apache Flink is a recent and novel Big Data framework, following the MapReduce paradigm, focused on distributed stream and batch data processing. In this paper we propose a data stream library for Big Data preprocessing, named DPASF, under Apache Flink. We have implemented six of the most popular data preprocessing algorithms, three for discretization and the rest for feature selection. The algorithms have been tested using two Big Data datasets. Experimental results show that preprocessing can not only reduce the size of the data, but to maintain or even improve the original accuracy in a short time. DPASF contains useful algorithms when dealing with Big Data data streams. The preprocessing algorithms included in the library are able to tackle Big Datasets efficiently and to correct imperfections in the data. …

Miniature Atari (MinAtar) google
The Arcade Learning Environment (ALE) is a popular platform for evaluating reinforcement learning agents. Much of the appeal comes from the fact that Atari games are varied, showcase aspects of competency we expect from an intelligent agent, and are not biased towards any particular solution approach. The challenge of the ALE includes 1) the representation learning problem of extracting pertinent information from the raw pixels, and 2) the behavioural learning problem of leveraging complex, delayed associations between actions and rewards. Often, in reinforcement learning research, we care more about the latter, but the representation learning problem adds significant computational expense. In response, we introduce MinAtar, short for miniature Atari, a new evaluation platform that captures the general mechanics of specific Atari games, while simplifying certain aspects. In particular, we reduce the representational complexity to focus more on behavioural challenges. MinAtar consists of analogues to five Atari games which play out on a 10×10 grid. MinAtar provides a 10x10xn state representation. The n channels correspond to game-specific objects, such as ball, paddle and brick in the game Breakout. While significantly simplified, these domains are still rich enough to allow for interesting behaviours. To demonstrate the challenges posed by these domains, we evaluated a smaller version of the DQN architecture. We also tried variants of DQN without experience replay, and without a target network, to assess the impact of those two prominent components in the MinAtar environments. In addition, we evaluated a simpler agent that used actor-critic with eligibility traces, online updating, and no experience replay. We hope that by introducing a set of simplified, Atari-like games we can allow researchers to more efficiently investigate the unique behavioural challenges provided by the ALE. …