Tuesday,
May 20, 2008
Yury
Lifshits, Caltech
74
Jorgensen, 12:00 pm
The Architecture of the Web
Initially the Web was defined as a system of interlinked hypertext
documents accessed via the Internet. Its structure is regulated
by World Wide Web Consortium via standards like URL, HTML, CSS
and RSS. The Web of 2008 is a system of data, web applications
and people. Necessity of syncronization raised the next generation
of standards: OpenID, OAuth, Social Graph API, Microformats and
various widget platforms (F8, Open Social, Firefox, iPhone, iGoogle,
Wordpress, Drupal, Salesforce.com).
We
start with systematic overview of Web architecture. Then we
discuss research agenda in the field: data flow (publishing,
synchronization and exchange), web operating
systems and identity management. Finally we present our ongoing
project "New Approaches to Online Marketing".
Tuesday,
May 6, 2008
John
Doyle, Caltech
74
Jorgensen, 12:00 pm
Rules of Engagement:
The Architecture of Robust, Evolvable Networks
Biological
systems are robust and evolvable in the face of even large
changes in environment and system components, yet can simultaneously
be extremely fragile to small perturbations. Such universally
robust yet fragile (RYF) complexity is found wherever we look.
The amazing evolution of microbes into humans (robustness of
lineages on long timescales) is punctuated by mass extinctions
(extreme fragility). Diabetes, obesity, cancer, and autoimmune
diseases are side-effects of biological control and compensatory
mechanisms so robust as to normally go unnoticed. RYF complexity
is not confined to biology. The complexity of technology is exploding
around us, but in ways that remain largely hidden. Modern institutions
and technologies facilitate robustness and accelerate evolution,
but enable catastrophes on a scale unimaginable without them
(from network and market crashes to war, epidemics, and global
warming). Understanding RYF means understanding architecture — the
most universal, high-level, persistent elements of organization — and
protocols. Protocols define how diverse modules interact, and
architecture defines how sets of protocols are organized.
Insights
into the architectural and organizational principles of networked
systems can be drawn from three converging research themes.
1) With molecular biology’s description of components
and growing attention to systems biology, the organizational
principles of biological networks are becoming increasingly apparent.
Biologists are articulating richly detailed explanations of biological
complexity, robustness, and evolvability that point to universal
principles. 2) Advanced technology’s complexity is now
approaching biology’s. While the components differ, there
is striking convergence at the network level of architecture
and the role of layering, protocols, and feedback control in
structuring complex multiscale modularity. New theories of the
Internet and related networking technologies have led to test
and deployment of new protocols for high performance networking.
3) A new mathematical framework for the study of complex networks
suggests that this apparent network-level evolutionary convergence
within/between biology/technology is not accidental, but follows
necessarily from the universal system requirements to be efficient,
adaptive, evolvable, and robust to perturbations in their environment
and component parts.
Tuesday,
April 29, 2008
Krishna
Palem, Rice University
74
Jorgensen, 12:00 pm
What To Do About The End of Moore's Law (Probably)?
Many claim
that the laws of physics dictating the exponentially improving
benefits of Moore’s Law will end in the next
10 to 20 years. The argument for the end of Moore’s Law
is based, in part, on an analysis that switching devices cannot
function deterministically as feature sizes get reduced to molecular
levels. Moore’s Law could, however, continue provided systems
with probabilistic switches could process information usefully.
My research suggests that this is indeed possible in contexts
where the "quality" of the results of the computation
is perceptually determined by our senses—audio and video
information being significant examples. To demonstrate this principle,
I will show how CMOS-based devices, circuits and computing architectures
whose correctness is characterized probabilistically can be used
effectively. I will show that significant (a multiplicative factor
of 2 or more) energy and performance gains can be achieved, while
trading a perceptually tolerable level of error—through
probabilistic adders and multipliers, applied in the context
of finite impulse response filters and FFT engines processing
video and audio data in digital signal processing. Quantifying
the human tolerance for error, we expect, will be ultimately
based on neurobiological models. Conceptually, our thesis recommending
tolerating error in the switching devices in return for savings
in cost, is analogous to a parametric extension of Simon’s
notion if satisficing—we will conclude the talk by dwelling
on this analog and its implications to probabilistic design of
ultra large-scale integrated (ULSI) circuits in the future.
Tuesday,
April 22, 2008
Tom Heaton, Caltech
74 Jorgensen,
12:00 pm
Designing
the Next Generation of Seismographic Network
I
will briefly describe the design and capabilities of the Southern
California Seismic Network that is a cooperative project of
Caltech’s Seismological Laboratory and the U.S.
Geological Survey. This network consists of several hundred digital
stations that continuously telemeter data to a central site for
processing and archival. The current technology allows rapid
access to widely distributed ground motion information over an
extremely wide range of amplitudes (200 dB) and frequencies (30
to 0.001 Hz). However, the relatively small number of stations
means that is not possible to observe unaliased seismic wavefields
in either the ground or buildings. I will discuss the possibility
of increasing the spatial density of seismographic stations in
southern California by several orders of magnitude. This involves
development of a distributed seismic network where instruments
are maintained by affiliated agencies and individuals.
***Lunch
is provided****
Tuesday,
April 15, 2008
Chris Umans, Caltech
74 Jorgensen,
12:00 pm
Randomness
and Pseudorandomness: The Computational Perspective
Computational
complexity views randomness as a resource to be conserved,
much like running time or storage space, while "pseudo-randomness" is
defined in terms of fooling a computationally-bounded observer.
These unique persepectives lead to a number of widely applicable
and powerful techniques, and form the basis for one of the most
active areas of complexity theory.
In this talk I'll give a tour of some of these techniques --
randomness-efficient sampling, explicit constructions, and pseudo-random
generators -- with example applications in game theory, coding
theory, data structures, and complexity.
Tuesday,
April 8, 2008
Shankar Kalyanaraman, Caltech
74 Jorgensen,
12:00 pm
It Is (NP-)Hard To Rationalize Marriages
Given a set of observed economic choices, can one infer preferences
and/or utility functions for the players that are consistent
with the data? Questions of this type are called rationalization
or revealed preference problems in the economic literature, and
are the subject of a rich body of work.
From the computer science perspective, it is natural to study
the complexity of rationalization in various scenarios. We consider
a class of rationalization problems in which the economic data
is expressed by a collection of matchings, and the question is
whether there exist preference orderings for the nodes under
which all the matchings are stable.
We show that the rationalization problem for one-one matchings
is NP-complete. We propose two natural notions of approximation,
and show that the problem is hard to approximate to within a
constant factor, under both. On the positive side, we describe
a simple algorithm that achieves a 3/4-approximation ratio for
one of these approximation notions. We also prove similar results
for a version of many-one matching.
Tuesday,
April 1, 2008
Azita Emami, Caltech
74
Jorgensen, 12:00 pm
High-speed Interconnects in Modern VLSI Systems
The
implementation of high-performance computing systems strongly
relies on the feasibility of high-bandwidth data communication
between integrated circuit components (IC’s).
Moreover, future multi-core processors will need fast and robust
intra-chip data transfer between the cores and memory units.
Current trends of digital systems indicate that the amount of
processing of each component or unit is expected to continue
to increase exponentially at least for the next 10 years. In
order to scale the communication bandwidth with the same trend,
both the number of IO’s and the data-rate per IO link need
to increase. A number of limitations such as the bandwidth of
the wires, area and power consumption per IO, interferences,
and characteristics of the highly scaled devices make the design
of high-speed IO’s very difficult.
This talk will focus on low-power system and circuit solutions
for parallel chip-to-chip interconnections and intra-chip networks.
As the data-rates over the conventional wires increase, the complexity
of required equalization and coding schemes increase rapidly.
The design challenges of wireline data communication and the
possibility of using optics for interconnection at short distances
will be discussed. We will focus on a number of novel low-power
solutions for both electrical and optical signaling, and the
scaling properties these solutions for the future systems.
Tuesday,
March 18, 2008
Ulrich Pinkall, Berlin University of Technology
74
Jorgensen, 12:00 pm
What
Game Engines Can Do For Mathematical Visualization
Surfaces with constant (mean or Gaussian) curvature are a classical
topic in Differential Geometry. The shape of such surfaces is
usually quite complex and poses a real challenge for Computer
Graphics and interactive visualization. We will demonstrate that
an optimal environment for doing mathematical experiments with
surfaces is to put them in a virtual landscape where one can
walk on the surfaces and interact with them in a way modeled
after first person computer games.
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Tuesday,
March 11, 2008
Jeanne Holm, JPL
74 Jorgensen, 12:00 pm
Virtual
Worlds and Space Exploration
Populations of virtual worlds, such as Second
Life, have grown rapidly. This talk discusses using virtual
worlds for bringing lots of people into the NASA mission,
letting them participate in the day to day work and successes
of the U.S. space agency. NASA has established several islands
in Second Life. NASA CoLab and Explorer Island are the two
main public entrance points. These areas are geared at working
with any person who is interested in learning more about
NASA or, better yet, participating in a NASA mission for
exploration in this virtual world. While NASA CoLab focuses
on a place to host meetings and talks, Explorer Island (created
by the Jet Propulsion Laboratory) is meant to be an immersive
environment for interacting with spacecraft, being at a live
launch of the Space Shuttle or a mission to Mars, talking
to NASA scientists and engineers, sharing your ideas for
space exploration in international workshops, and walking
on the surface of another world. Come in world and look for
Jet Burns (Charles White) or Devery Barrymore (Jeanne Holm)
and we'll give you a tour!
Tuesday,
March 4, 2008
Hsuan-Tien Lin, Caltech
74 Jorgensen, 12:00 pm
From Ordinal Ranking to Binary Classification
Ordinal
ranking is an important concept in modeling our preferences. We rank hotels by
stars to represent their quality; we give feed-backs to products on Amazon using
a scale from one to five; we say that the weather is hot, warm, cool, or cold
without referring to the actual temperature. The wide applications of ranking
range from social science to behavioral science to information retrieval. For
yet another example, in 2006, Netflix (an on-line DVD rental company) announced
a million-dollar-prize challenge for building a better automatic personalized
movie ranking system, and the prize is heating up the competition in machine
learning and related areas.
Many
machine learning approaches are designed in recent years to
understand ordinal ranking better, but the design process can
be time-consuming. Our work presents a novel alternative --
a reduction framework that systematically transforms ordinal
ranking to simpler yes/no questions, i.e., binary classification.
Then, well-studied binary classification approaches can be effortlessly
casted as new ordinal ranking ones. Furthermore, the reduction
framework reveals a strong theoretical connection between ordinal
ranking and binary classification, and allows us to easily extend
well-known theoretical results for binary classification to new
ones for ordinal ranking. In this talk, I will discuss the intuition
and the construction of the reduction framework, as well as its
theoretical and algorithmic merits, using the Netflix challenge
as an example.
Tuesday,
February 26, 2008
Paul De Martini, Southern California Edison
74 Jorgensen, 12:00 pm
Partnering with our Customers for a Smarter, Cleaner Energy Future
SmartConnect,
a new effort by Southern California Edison, will enable the utility to manage
increasing demand for electricity from customers and provide environmental benefits
by deploying a smart meter system which could reduce peak demand by as much as
1,000 megawatts - the output of a large power plant - as customers reduce some
peak electricity usage and shift some peak usage to off-peak periods of the day
when power costs less. Additional savings include lower labor costs due to the
use of wireless data transfer from meters to the utility rather than manual meter
reading. Paul De Martini, Director of SmartConnect, will describe the program,
its development plan, and the technological challenges it faces.
Tuesday,
February 19, 2008
Alex Groce & Klaus Havelund
Caltech, JPL
74 Jorgensen,
12:00 pm
Asking
the Right Questions and Understanding the Answers in Software
Testing
When hunting for buried treasure, it is essential
to both walk over the right spot on the beach and to carry a
working metal detector. When hunting for the subtle software
defects that can plague (and crash) space missions, it is important
to run the right tests and to actually detect incorrect behaviors
that appear during those tests. We present a brief tutorial component,
describing some of the challenges of choosing tests and monitoring
tests for symptoms of faults. We also present ongoing research
in responding to these challenges in the context of JPL flight
software, including the in-development file systems for the Mars
Science Laboratory mission (JPL's next Mars rover, launching
in 2009).
Tuesday,
February 12, 2008
Erik Winfree, Caltech
74 Jorgensen,
12:00 pm
Learning
to Program Chemistry
Biological organisms are extremely sophisticated self-organized
chemical systems. Their complexity dwarfs anything produced by
modern chemical industries. The difference can be ascribed in
large part to biological systems being information-processing
machines: DNA, RNA, and proteins carry molecularly-encoded messages
that direct all of life's processes. Biology is programmable
chemistry. Can we learn how to program chemistry? How will this
expand the capabilities of synthetic chemistry? Might non-biological
chemistries also be programmable? What kinds of models of computation
are needed for understanding how to program chemistry and the
limits to doing so? I cannot give conclusive answers to these
questions, but I will present examples of what we have learned
while creating self-assembling structures, molecular machines,
and logic circuits built out of DNA, RNA, and the occasional
enzyme. I will argue that the key to unleashing the revolutionary
potential of programmable molecular systems lies in understanding
the design space and managing their complexity as information
processing systems -- issues that are fundamental to computer
science.
Tuesday,
February 5, 2008
Paul Upchurch, Caltech Computer Science & JPL
74 Jorgensen,
12:00 pm
Visualization
of Large Scale Environments
The number of people playing online games
continues to increase each year. Game engine technology is
generating innovations in hardware and software. This project
investigates the use of game engines at JPL for interactive
visualizations of explorations of the solar system.
This
talk describes GoView a scriptable game engine which is tailored
for rendering spacecraft trajectories in the solar system.
Rendering trajectories across the solar system poses challenges
that are not encountered in popular online games such as Doom.
In particular, the game engine must be able to handle spatial
scenes larger than six orders of magnitude. The talk describes
the problems encountered and how they are solved in GoView.
Interactive
visualizations of explorations of the solar system are being
developed at JPL for public outreach, mission planning and
mission operations.
Tuesday,
January 29, 2008
Joel W. Burdick, Caltech
74 Jorgensen, 12:00 pm
Engineering Interfaces to Damaged Nervous Systems
This talk
will introduce some of the challenges involved in trying to develop technology
that can partially restore some functionality to people with severe neural deficiencies.
The first part of the talk (which is based on joint work with Prof. Richard Andersen
and Prof. Y.C. Tai of Caltech) will focus on neural prostheses. A neuroprosthetic
is a brain-machine interface that can potentially enable a paralyzed human, via
the use of surgically implanted electrode arrays, and associated computer decoding
algorithms, to control external electromechanical devices. The problem of decoding
the prosthetic user's intent from the recorded neural sisgnals is a problem in
inference, or estimation. A few of the estimation techniques that have been used
to solve this problem will be reviewed. Progress on making adaptive electrodes
that autonomously optimize the quality of the brain-machine interface will also
be reviewed.
The
second half of the talk (which is based on joint work with
Prof. Reggie Edgerton of UCLA and Prof. Y.C. Tai of Caltech)
will focus on the problems involved in partially restoring
locomotion after a severe spinal cord injury. While there are
an enormous number complex issues surrounding a spinal injury,
this talk will focus on the use of drug therapy, automated
machines for physical therapy, and a new class of epidural
spinal cord stimulators to help with the locomotion rehabilitation
process. Each of these therapeutic components also have associated
computational and algorithmic problems. For example, we are
currently trying (in collaboration with Prof. Yaser Abu-Mostafa
of Caltech) to formulate the problem of selecting the correct
electrode stimulation protocols as a problem in kernel learning.
Tuesday,
January 22, 2008
Jason Marden and Adam Wierman
74 Jorgensen, 12:00 pm
A Game Theoretic Formulation of the Sensor Allocation
Problem
Interdisciplinary
research at the junction of information sciences, economics and game
theory offers new solutions to several problems. This talk looks
at applying game theory to solve a problem in cooperative control
in distributed systems: the optimal locations of sensors in a sensor
network.
This
talk is introductory. The problem domain and basic concepts
will be described. Detailed proofs will be given in other seminars
and are also found in papers.
This
talk presents a view of cooperative control using the language
of learning in games. Specifically, we look at the cooperative
control problem of dynamic sensor allocation. We formulate
the sensor allocation problem as a noncooperative game where
the decision makers are the sensors. In this setting, each
sensor is assigned a local objective or utility function and
is given the ability to autonomously alter it's position and
sensing activity in real time. The distributed nature of the
decision making allows for robustness to communication failures,
sensor failures, and environmental changes. In this talk we
will discuss several methods for designing the sensors' local
utility functions. We measure the efficacy of a particular
utility design in two ways: (i) Does a Nash equilibrium exist?
(ii) How efficient is a Nash equilibrium when compared to the
optimal allocation? |