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We consider the following clustering problem: we have a complete graph on n vertices (items), where each edge (u, v) is labeled either + or − depending on whether u and v have been deemed to be similar or different. The goal is to produce a partition of the vertices (a clustering) that agrees as much as possible with the edge labels. That is, we want a(More)
In this survey, we review work in machine learning on methods for handling data sets containing large amounts of irrelevant information. We focus on two key issues: the problem of selecting relevant features, and the problem of selecting relevant examples. We describe the advances that have been made on these topics in both empirical and theoretical work in(More)
We consider a statistical database in which a trusted administrator introduces noise to the query responses with the goal of maintaining privacy of individual database entries. In such a database, a query consists of a pair (<i>S, f</i>) where <i>S</i> is a set of rows in the database and <i>f</i> is a function mapping database rows to {0, 1}. The true(More)
In this paper we demonstrate that, ignoring computational constraints, it is possible to release synthetic databases that are useful for accurately answering large classes of queries while preserving differential privacy. Specifically, we give a mechanism that privately releases synthetic data useful for answering a class of queries over a discrete domain(More)
Intruders on the Internet often prefer to launch network intrusions indirectly, i.e., using a chain of hosts on the Internet as relay machines using protocols such as Telnet or SSH. This type of attack is called a stepping-stone attack. In this paper, we propose and analyze algorithms for stepping-stone detection using ideas from Computational Learning(More)
In this paper, we give the first constant-factor approximation algorithm for the rooted Orienteering problem, as well as a new problem that we call the Discounted-Reward TSP, motivated by robot navigation. In both problems, we are given a graph with lengths on edges and prizes (rewards) on nodes, and a start node s. In the Orienteering Problem, the goal is(More)