6,278 research outputs found

    Computations on Simple Games using RelView

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    Simple games are a powerful tool to analyze decision-making and coalition formation in social and political life. In this paper we present relational models of simple games and develop relational algorithms for solving some game-theoretic basic problems. The algorithms immediately can be transformed into the language of the Computer Algebra system RelView and, therefore, the system can be used to solve the problems and to visualize the results of the computations.relational algebra ; RelView ; simple games

    Hierarchical Design Based Intrusion Detection System For Wireless Ad hoc Network

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    In recent years, wireless ad hoc sensor network becomes popular both in civil and military jobs. However, security is one of the significant challenges for sensor network because of their deployment in open and unprotected environment. As cryptographic mechanism is not enough to protect sensor network from external attacks, intrusion detection system needs to be introduced. Though intrusion prevention mechanism is one of the major and efficient methods against attacks, but there might be some attacks for which prevention method is not known. Besides preventing the system from some known attacks, intrusion detection system gather necessary information related to attack technique and help in the development of intrusion prevention system. In addition to reviewing the present attacks available in wireless sensor network this paper examines the current efforts to intrusion detection system against wireless sensor network. In this paper we propose a hierarchical architectural design based intrusion detection system that fits the current demands and restrictions of wireless ad hoc sensor network. In this proposed intrusion detection system architecture we followed clustering mechanism to build a four level hierarchical network which enhances network scalability to large geographical area and use both anomaly and misuse detection techniques for intrusion detection. We introduce policy based detection mechanism as well as intrusion response together with GSM cell concept for intrusion detection architecture.Comment: 16 pages, International Journal of Network Security & Its Applications (IJNSA), Vol.2, No.3, July 2010. arXiv admin note: text overlap with arXiv:1111.1933 by other author

    Learning the Structure and Parameters of Large-Population Graphical Games from Behavioral Data

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    We consider learning, from strictly behavioral data, the structure and parameters of linear influence games (LIGs), a class of parametric graphical games introduced by Irfan and Ortiz (2014). LIGs facilitate causal strategic inference (CSI): Making inferences from causal interventions on stable behavior in strategic settings. Applications include the identification of the most influential individuals in large (social) networks. Such tasks can also support policy-making analysis. Motivated by the computational work on LIGs, we cast the learning problem as maximum-likelihood estimation (MLE) of a generative model defined by pure-strategy Nash equilibria (PSNE). Our simple formulation uncovers the fundamental interplay between goodness-of-fit and model complexity: good models capture equilibrium behavior within the data while controlling the true number of equilibria, including those unobserved. We provide a generalization bound establishing the sample complexity for MLE in our framework. We propose several algorithms including convex loss minimization (CLM) and sigmoidal approximations. We prove that the number of exact PSNE in LIGs is small, with high probability; thus, CLM is sound. We illustrate our approach on synthetic data and real-world U.S. congressional voting records. We briefly discuss our learning framework's generality and potential applicability to general graphical games.Comment: Journal of Machine Learning Research. (accepted, pending publication.) Last conference version: submitted March 30, 2012 to UAI 2012. First conference version: entitled, Learning Influence Games, initially submitted on June 1, 2010 to NIPS 201

    Virtual Meeting Rooms: From Observation to Simulation

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    Virtual meeting rooms are used for simulation of real meeting behavior and can show how people behave, how they gesture, move their heads, bodies, their gaze behavior during conversations. They are used for visualising models of meeting behavior, and they can be used for the evaluation of these models. They are also used to show the effects of controlling certain parameters on the behavior and in experiments to see what the effect is on communication when various channels of information - speech, gaze, gesture, posture - are switched off or manipulated in other ways. The paper presents the various stages in the development of a virtual meeting room as well and illustrates its uses by presenting some results of experiments to see whether human judges can induce conversational roles in a virtual meeting situation when they only see the head movements of participants in the meeting

    A relation-algebraic approach to simple games

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    Simple games are a powerful tool to analyze decision - making and coalition formation in social and political life. In this paper, we present relation-algebraic models of simple games and develop relational specifications for solving some basic problems of them. In particular, we test certain fundamental properties of simple games and compute specific players and coalitions. We also apply relation algebra to determine power indices. This leads to relation-algebraic specifications, which can be evaluated with the help of the BDD-based tool RelView after a simple translation into the tool's programming language. In order to demonstrate the visualization facilities of RelView, we consider an example of the Catalonian Parliament after the 2003 election.Relation algebra ; RelView ; simple game ; winning coalition ; swinger ; dominant player ; central player ; power index

    Virtual Meeting Rooms: From Observation to Simulation

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    Much working time is spent in meetings and, as a consequence, meetings have become the subject of multidisciplinary research. Virtual Meeting Rooms (VMRs) are 3D virtual replicas of meeting rooms, where various modalities such as speech, gaze, distance, gestures and facial expressions can be controlled. This allows VMRs to be used to improve remote meeting participation, to visualize multimedia data and as an instrument for research into social interaction in meetings. This paper describes how these three uses can be realized in a VMR. We describe the process from observation through annotation to simulation and a model that describes the relations between the annotated features of verbal and non-verbal conversational behavior.\ud As an example of social perception research in the VMR, we describe an experiment to assess human observersā€™ accuracy for head orientation
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