9,661 research outputs found

    A survey on preferences of quality attributes in the decision-making for self-adaptive systems:The bad, the good and the ugly

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    Different techniques have been used to specify preferences for quality attributes and decision-making strategies of self-adaptive systems (SAS). These preferences are defined during requirement specification and design time. Further, it is well known that correctly identifying the preferences associated with the quality attributes is a major difficulty. This is exacerbated in the case of SAS, as the preferences defined at design time may not apply to contexts found at runtime. This paper aims at making an exploration of the research landscape that have addressed decision-making and quality attribute preferences specification for selfadaptation, in order to identify new techniques that can improve the current state-of-the-art of decision-making to support self-adaptation. In this paper we (1) review different techniques that support decisionmaking for self-adaptation and identify limitations with respect to the identification of preferences and weights (i.e. the research gap), (2) identify existing solutions that deal with current limitations

    A Game-Theoretic Decision-Making Framework for Engineering Self-Protecting Software Systems

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    Targeted and destructive nature of strategies used by attackers to break down a software system require mitigation approaches with dynamic awareness. Making a right decision, when facing today’s sophisticated and dynamic attacks, is one of the most challenging aspects of engineering self-protecting software systems. The challenge is due to: (i) the consideration of the satisfaction of various security and non-security quality goals and their inherit conflicts with each other when selecting a countermeasure, (ii) the proactive and dynamic nature of these security attacks which make their detection and consequently their mitigation challenging, and (iii) the incorporation of uncertainties such as the intention and strategy of the adversary to attack the software system. These factors motivated the need for a decision-making engine that facilitates adaptive security from a holistic view of the software system and the attacker. Inspired by game theory, in this research work, we model the interactions between the attacker and the software system as a two-player game. Using game-theoretic techniques, the self-protecting software systems is able to: (i) fuse the strategies of attackers into the decision-making model, and (ii) refine the strategies in dynamic attack scenarios by utilizing what has learned from the system’s and adversary’s interactions. This PhD research devises a novel framework with three phases: (i) modeling quality/malicious goals aiming at quantifying them into the decision-making engine, (ii) designing game-theoretic techniques which build the decision model based on the satisfaction level of quality/malicious goals, and (iii) realizing the decision-making engine in a working software system. The framework aims at exhibiting a plug-and-play capability to adapt a game-theoretic technique that suite security goals and requirements of the software. In order to illustrate the plug-and-play capability of our proposed framework, we have designed and developed three decision-making engines. Each engine aims at addressing a different challenge in adaptive security. Hence, three distinct techniques are designed: (i) incentive-based (“IBSP”), (ii) learning-based (“MARGIN”), and (iii) uncertainty-based (“UBSP”). For each engine a game-theoretic approach is taken considering the security requirements and the input information. IBSP maps the quality goals and the incentives of the attacker to the interdependencies among defense and attack strategies. MARGIN, protects the software system against dynamic strategies of attacker. UBSP, handles adversary-type uncertainty. The evaluations of these game-theoretic approaches show the benefits of the proposed framework in terms of satisfaction of security and non-security goals of the software system

    An Evolutionary Learning Approach for Adaptive Negotiation Agents

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    Developing effective and efficient negotiation mechanisms for real-world applications such as e-Business is challenging since negotiations in such a context are characterised by combinatorially complex negotiation spaces, tough deadlines, very limited information about the opponents, and volatile negotiator preferences. Accordingly, practical negotiation systems should be empowered by effective learning mechanisms to acquire dynamic domain knowledge from the possibly changing negotiation contexts. This paper illustrates our adaptive negotiation agents which are underpinned by robust evolutionary learning mechanisms to deal with complex and dynamic negotiation contexts. Our experimental results show that GA-based adaptive negotiation agents outperform a theoretically optimal negotiation mechanism which guarantees Pareto optimal. Our research work opens the door to the development of practical negotiation systems for real-world applications

    Modern software cybernetics: new trends

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    Software cybernetics research is to apply a variety of techniques from cybernetics research to software engineering research. For more than fifteen years since 2001, there has been a dramatic increase in work relating to software cybernetics. From cybernetics viewpoint, the work is mainly on the first-order level, namely, the software under observation and control. Beyond the first-order cybernetics, the software, developers/users, and running environments influence each other and thus create feedback to form more complicated systems. We classify software cybernetics as Software Cybernetics I based on the first-order cybernetics, and as Software Cybernetics II based on the higher order cybernetics. This paper provides a review of the literature on software cybernetics, particularly focusing on the transition from Software Cybernetics I to Software Cybernetics II. The results of the survey indicate that some new research areas such as Internet of Things, big data, cloud computing, cyber-physical systems, and even creative computing are related to Software Cybernetics II. The paper identifies the relationships between the techniques of Software Cybernetics II applied and the new research areas to which they have been applied, formulates research problems and challenges of software cybernetics with the application of principles of Phase II of software cybernetics; identifies and highlights new research trends of software cybernetic for further research

    Modern software cybernetics: New trends

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    The file attached to this record is the author's final peer reviewed version. The Publisher's final version can be found by following the DOI link.Software cybernetics research is to apply a variety of techniques from cybernetics research to software engineering research. For more than fifteen years since 2001, there has been a dramatic increase in work relating to software cybernetics. From cybernetics viewpoint, the work is mainly on the first-order level, namely, the software under observation and control. Beyond the first-order cybernetics, the software, developers/users, and running environments influence each other and thus create feedback to form more complicated systems. We classify software cybernetics as Software Cybernetics I based on the first-order cybernetics, and as Software Cybernetics II based on the higher order cybernetics. This paper provides a review of the literature on software cybernetics, particularly focusing on the transition from Software Cybernetics I to Software Cybernetics II. The results of the survey indicate that some new research areas such as Internet of Things, big data, cloud computing, cyber-physical systems, and even creative computing are related to Software Cybernetics II. The paper identifies the relationships between the techniques of Software Cybernetics II applied and the new research areas to which they have been applied, formulates research problems and challenges of software cybernetics with the application of principles of Phase II of software cybernetics; identifies and highlights new research trends of software cybernetic for further research

    Beyond foraging: behavioral science and the future of institutional economics

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    Institutions affect economic outcomes, but variation in them cannot be directly linked to environmental factors such as geography, climate, or technological availabilities. Game theoretic approaches, based as they typically are on foraging only assumptions, do not provide an adequate foundation for understanding the intervening role of politics and ideology; nor does the view that culture and institutions are entirely socially constructed. Understanding what institutions are and how they influence behavior requires an approach that is in part biological, focusing on cognitive and behavioral adaptations for social interaction favored in the past by group selection. These adaptations, along with their effects on canalizing social learning, help to explain uniformities in political and social order, and are the bedrock upon which we build cultural and institutional variability

    Improving Performance of Feedback-Based Real-Time Networks using Model Checking and Reinforcement Learning

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    Traditionally, automatic control techniques arose due to need for automation in mechanical systems. These techniques rely on robust mathematical modelling of physical systems with the goal to drive their behaviour to desired set-points. Decades of research have successfully automated, optimized, and ensured safety of a wide variety of mechanical systems. Recent advancement in digital technology has made computers pervasive into every facet of life. As such, there have been many recent attempts to incorporate control techniques into digital technology. This thesis investigates the intersection and co-application of control theory and computer science to evaluate and improve performance of time-critical systems. The thesis applies two different research areas, namely, model checking and reinforcement learning to design and evaluate two unique real-time networks in conjunction with control technologies. The first is a camera surveillance system with the goal of constrained resource allocation to self-adaptive cameras. The second is a dual-delay real-time communication network with the goal of safe packet routing with minimal delays.The camera surveillance system consists of self-adaptive cameras and a centralized manager, in which the cameras capture a stream of images and transmit them to a central manager over a shared constrained communication channel. The event-based manager allocates fractions of the shared bandwidth to all cameras in the network. The thesis provides guarantees on the behaviour of the camera surveillance network through model checking. Disturbances that arise during image capture due to variations in capture scenes are modelled using probabilistic and non-deterministic Markov Decision Processes (MDPs). The different properties of the camera network such as the number of frame drops and bandwidth reallocations are evaluated through formal verification.The second part of the thesis explores packet routing for real-time networks constructed with nodes and directed edges. Each edge in the network consists of two different delays, a worst-case delay that captures high load characteristics, and a typical delay that captures the current network load. Each node in the network takes safe routing decisions by considering delays already encountered and the amount of remaining time. The thesis applies reinforcement learning to route packets through the network with minimal delays while ensuring the total path delay from source to destination does not exceed the pre-determined deadline of the packet. The reinforcement learning algorithm explores new edges to find optimal routing paths while ensuring safety through a simple pre-processing algorithm. The thesis shows that it is possible to apply powerful reinforcement learning techniques to time-critical systems with expert knowledge about the system
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