178,837 research outputs found

    Algorithm selection on data streams

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    We explore the possibilities of meta-learning on data streams, in particular algorithm selection. In a first experiment we calculate the characteristics of a small sample of a data stream, and try to predict which classifier performs best on the entire stream. This yields promising results and interesting patterns. In a second experiment, we build a meta-classifier that predicts, based on measurable data characteristics in a window of the data stream, the best classifier for the next window. The results show that this meta-algorithm is very competitive with state of the art ensembles, such as OzaBag, OzaBoost and Leveraged Bagging. The results of all experiments are made publicly available in an online experiment database, for the purpose of verifiability, reproducibility and generalizability

    Software Engineering Challenges for Investigating Cyber-Physical Incidents

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    Cyber-Physical Systems (CPS) are characterized by the interplay between digital and physical spaces. This characteristic has extended the attack surface that could be exploited by an offender to cause harm. An increasing number of cyber-physical incidents may occur depending on the configuration of the physical and digital spaces and their interplay. Traditional investigation processes are not adequate to investigate these incidents, as they may overlook the extended attack surface resulting from such interplay, leading to relevant evidence being missed and testing flawed hypotheses explaining the incidents. The software engineering research community can contribute to addressing this problem, by deploying existing formalisms to model digital and physical spaces, and using analysis techniques to reason about their interplay and evolution. In this paper, supported by a motivating example, we describe some emerging software engineering challenges to support investigations of cyber-physical incidents. We review and critique existing research proposed to address these challenges, and sketch an initial solution based on a meta-model to represent cyber-physical incidents and a representation of the topology of digital and physical spaces that supports reasoning about their interplay

    Quality-Of-Control-Aware Scheduling of Communication in TSN-Based Fog Computing Platforms Using Constraint Programming

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    In this paper we are interested in real-time control applications that are implemented using Fog Computing Platforms consisting of interconnected heterogeneous Fog Nodes (FNs). Similar to previous research and ongoing standardization efforts, we assume that the communication between FNs is achieved via IEEE 802.1 Time Sensitive Networking (TSN). We model the control applications as a set of real-time streams, and we assume that the messages are transmitted using time-sensitive traffic that is scheduled using the Gate Control Lists (GCLs) in TSN. Given a network topology and a set of control applications, we are interested to synthesize the GCLs for messages such that the quality-of-control of applications is maximized and the deadlines of real-time messages are satisfied. We have proposed a Constraint Programming-based solution to this problem, and evaluated it on several test cases

    El viaje desde los cuestionarios Likert a los cuestionarios de elección forzosa: evidencia de la invarianza de los parámetros de los ítems

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    Multidimensional forced-choice questionnaires are widely regarded in the personnel selection literature for their ability to control response biases. Recently developed IRT models usually rely on the assumption that item parameters remain invariant when they are paired in forced-choice blocks, without giving it much consideration. This study aims to test this assumption empirically on the MUPP-2PL model, comparing the parameter estimates of the forced-choice format to their graded-scale equivalent on a Big Five personality instrument. The assumption was found to hold reasonably well, especially for the discrimination parameters. In the cases in which it was violated, we briefly discuss the likely factors that may lead to non-invariance. We conclude discussing the practical implications of the results and providing a few guidelines for the design of forced-choice questionnaires based on the invariance assumptionLos cuestionarios de elección forzosa multidimensionales son bastante apreciados en la literatura de selección de personal por su capacidad para controlar los sesgos de respuesta. Los modelos de TRI desarrollados recientemente normalmente asumen que los parámetros de los ítems permanecen invariantes cuando se emparejan en bloques de elección forzosa, sin dedicarle mucha atención. Este estudio tiene como objetivo poner a prueba empíricamente este supuesto en el modelo MUPP-2PL, comparando las estimaciones de los parámetros del formato de elección forzosa con su equivalente en escala graduada, en un instrumento de personalidad Big Five. Se encontró que el supuesto se cumplía razonablemente bien, especialmente para los parámetros de discriminación. En los casos en los que no se cumplió se discuten brevemente los posibles factores que pueden dar lugar a no invarianza. Concluimos discutiendo las implicaciones prácticas de los resultados y proponiendo algunas pautas para el diseño de cuestionarios de elección forzosa basados en el supuesto de invarianzaThis research is funded by the Spanish government’s Ministerio de Economia y Competitividad, projects PSI 2015-65557-P and PSI 2017-85022-

    SPH-EXA: Enhancing the Scalability of SPH codes Via an Exascale-Ready SPH Mini-App

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    Numerical simulations of fluids in astrophysics and computational fluid dynamics (CFD) are among the most computationally-demanding calculations, in terms of sustained floating-point operations per second, or FLOP/s. It is expected that these numerical simulations will significantly benefit from the future Exascale computing infrastructures, that will perform 10^18 FLOP/s. The performance of the SPH codes is, in general, adversely impacted by several factors, such as multiple time-stepping, long-range interactions, and/or boundary conditions. In this work an extensive study of three SPH implementations SPHYNX, ChaNGa, and XXX is performed, to gain insights and to expose any limitations and characteristics of the codes. These codes are the starting point of an interdisciplinary co-design project, SPH-EXA, for the development of an Exascale-ready SPH mini-app. We implemented a rotating square patch as a joint test simulation for the three SPH codes and analyzed their performance on a modern HPC system, Piz Daint. The performance profiling and scalability analysis conducted on the three parent codes allowed to expose their performance issues, such as load imbalance, both in MPI and OpenMP. Two-level load balancing has been successfully applied to SPHYNX to overcome its load imbalance. The performance analysis shapes and drives the design of the SPH-EXA mini-app towards the use of efficient parallelization methods, fault-tolerance mechanisms, and load balancing approaches.Comment: arXiv admin note: substantial text overlap with arXiv:1809.0801

    (MU-CTL-01-12) Towards Model Driven Game Engineering in SimSYS: Requirements for the Agile Software Development Process Game

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    Software Engineering (SE) and Systems Engineering (Sys) are knowledge intensive, specialized, rapidly changing disciplines; their educational infrastructure faces significant challenges including the need to rapidly, widely, and cost effectively introduce new or revised course material; encourage the broad participation of students; address changing student motivations and attitudes; support undergraduate, graduate and lifelong learning; and incorporate the skills needed by industry. Games have a reputation for being fun and engaging; more importantly immersive, requiring deep thinking and complex problem solving. We believe educational games are essential in the next generation of e-learning tools. An extensible, freely available, engaging, problem-based game platform that provides students with an interactive simulated experience closely resembling the activities performed in a (real) industry development project would transform the SE/Sys education infrastructure. Our goal is to extend the state-of-the-art research in SE/Sys education by investigating a game development platform (GDP) from an interdisciplinary perspective (education, game research, and software/systems engineering). A meta-model has been proposed to provide a rigourous foundation that integrates the three disciplines. The GDP is intended to support the semi-automated development of collections of scripted games and their execution, where each game embodies a specific set of learning objectives. The games are scripted using a template based approach. The templates integrate three approaches: use cases; storyboards; and state machines (timed, concurrent, hierarchical state machines). The specification templates capture the structure of the game (Game, Acts, Scenes, Screens, Challenges), storyline, characters (player, non-player, external), graphics, music/sound effects, rules, and so on. The instantiated templates are (manually) transformed into XML game scripts that can be loaded into the SimSYS Game Play Engine. As a game is played, the game play events are logged; they are analyzed to automatically assess a player’s accomplishments and automatically adapt the game play script. Currently, we are manually defining a collection of games. The games are being used to ensure the GDP is flexible and reliable (i.e., the prototype can load and correctly run a variety of game scripts), the ontology is comprehensive, and the templates assist in defining well-organized, modular game scripts. In this report, we present the initial part of an Agile Software Development Process game (Act I, Scenes 1 and 2) that embodies learning objectives related to SE fundamentals (requirements, architecture, testing, process); planning with Gantt charts; working with budgets; and selecting a team for an agile development project. A student player is rewarded in the game by getting hired, scoring points, or getting promoted to lead a project. The game has a variety of settings including a classroom, job fair, and a work environment with meeting rooms, cubicles, and a water cooler station. The main non-player characters include a teacher, boss, and an evil peer. In the future, semi-automated support for creating new game scripts will be explored using a wizard interface. The templates will be formally defined, supporting automated transformation into XML game scripts that can be loaded into the SimSYS Game Engine. We also plan to explore transforming the requirements into a notation that can be imported into a commercial tool that supports Statechart simulation
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