Recent research has demonstrated the vulnerability of fingerprint recognition systems to dictionary attacks based on MasterPrints. MasterPrints are real or synthetic fingerprints that can fortuitously match with a large number of fingerprints thereby undermining the security afforded by fingerprint systems. Previous work by Roy et al. generated synthetic MasterPrints at the feature-level. In this work we generate complete image-level MasterPrints known as DeepMasterPrints, whose attack accuracy is found to be much superior than that of previous methods. The proposed method, referred to as Latent Variable Evolution, is based on training a Generative Adversarial Network on a set of real fingerprint images. Stochastic search in the form of the Covariance Matrix Adaptation Evolution Strategy is then used to search for latent input variables to the generator network that can maximize the number of impostor matches as assessed by a fingerprint recognizer. Experiments convey the efficacy of the proposed method in generating DeepMas-terPrints. The underlying method is likely to have broad applications in fingerprint security as well as fingerprint synthesis.
In this article, we review recent Deep Learning advances in the context of how they have been applied to play different types of video games such as first-person shooters, arcade games, and real-time strategy games. We analyze the unique requirements that different game genres pose to a deep learning system and highlight important open challenges in the context of applying these machine learning methods to video games, such as general game playing, dealing with extremely large decision spaces and sparse rewards.
This paper describes an approach that combines generative adversarial networks (GANs) with interactive evolutionary computation (IEC). While GANs can be trained to produce lifelike images, they are normally sampled randomly from the learned distribution, providing limited control over the resulting output. On the other hand, interactive evolution has shown promise in creating various artifacts such as images, music and 3D objects, but traditionally relies on a hand-designed evolvable representation of the target domain. The main insight in this paper is that a GAN trained on a specific target domain can act as a compact and robust genotype-to-phenotype mapping (i.e. most produced phenotypes do resemble valid domain artifacts). Once such a GAN is trained, the latent vector given as input to the GAN's generator network can be put under evolutionary control, allowing controllable and high-quality image generation. In this paper, we demonstrate the advantage of this novel approach through a user study in which participants were able to evolve images that strongly resemble specific target images.
We investigate how reinforcement learning can be used to train level-designing agents. This represents a new approach to procedural content generation in games, where level design is framed as a game, and the content generator itself is learned. By seeing the design problem as a sequential task, we can use reinforcement learning to learn how to take the next action so that the expected final level quality is maximized. This approach can be used when few or no examples exist to train from, and the trained generator is very fast. We investigate three different ways of transforming two-dimensional level design problems into Markov decision processes, and apply these to three game environments.
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