82 research outputs found

    Allocating patrolling resources to effectively thwart intelligent attackers

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    This thesis considers the allocation of patrolling resources deployed in an effort to thwart intelligent attackers, who are committing malicious acts at unknown locations which take a specified length of time to complete. This thesis considers patrolling games which depend on three parameters; a graph, a game length and an attack length. For patrolling games, the graph models the locations and how they are connected, the game length corresponds to the time-horizon in which two players, known as the patroller and attacker, act and the attack length is the time it takes an attacker to complete their malicious act. This thesis defines patrolling games (as first seen in [16]) and explains its known properties and how such games are solved. While any patrolling game can be solved by a linear program (LP) when the number of locations or game length is small, this becomes infeasible when either of these parameters are of moderate size. Therefore, strategies are often evaluated by knowing an opponent’s response and with this, patroller and attacker strategies give lower and upper bounds on the optimal value. Moreover, when tight bounds are given by strategies these are optimal strategies. This thesis states known strategies giving these bounds and classes for which patrolling games have been solved. Firstly, this thesis introduces new techniques which can be used to evaluate strategies, by reducing the strategy space for best responses from an opponent. Extensions to known strategies are developed and their respective bounds are given using known results. In addition we develop a patroller improvement program (PIP) which improves current patroller strategies by considering which locations are currently under performing. Secondly, these general techniques and strategies are applied to find solutions to a certain class of patrolling games which are not previously solved. In particular, classes of the patrolling game are solved when the graph is multipartite or is an extension of a star graph. Thirdly, this thesis conjectures that a developed patroller strategy known as the random minimal full-node cycle is optimal for a large class of patrolling games, when the graph is a tree. Intuitive reasoning behind the conjecture is given along with computational evidence, showing the conjecture holds when the number of locations in the graph is less than 9. Finally, this thesis looks at three extensions to the scenario modelled by the patrolling game. One extension models varying distances between locations rather than assuming locations are a unitary distance apart. Another extension allows the time needed for an attacker to complete their malicious act to vary depending on the vulnerability of the location. For the final extension of multiple players we look at four variants depending on how multiple attackers succeed in the extension. In each extension we find some properties of the game and show that it possible to relate # extensions to the classic patrolling game in order to find the value and optimal strategies for certain classes of such games

    Allocating patrolling resources to effectively thwart intelligent attackers

    Get PDF
    This thesis considers the allocation of patrolling resources deployed in an effort to thwart intelligent attackers, who are committing malicious acts at unknown locations which take a specified length of time to complete. This thesis considers patrolling games which depend on three parameters; a graph, a game length and an attack length. For patrolling games, the graph models the locations and how they are connected, the game length corresponds to the time-horizon in which two players, known as the patroller and attacker, act and the attack length is the time it takes an attacker to complete their malicious act. This thesis defines patrolling games (as first seen in [16]) and explains its known properties and how such games are solved. While any patrolling game can be solved by a linear program (LP) when the number of locations or game length is small, this becomes infeasible when either of these parameters are of moderate size. Therefore, strategies are often evaluated by knowing an opponent’s response and with this, patroller and attacker strategies give lower and upper bounds on the optimal value. Moreover, when tight bounds are given by strategies these are optimal strategies. This thesis states known strategies giving these bounds and classes for which patrolling games have been solved. Firstly, this thesis introduces new techniques which can be used to evaluate strategies, by reducing the strategy space for best responses from an opponent. Extensions to known strategies are developed and their respective bounds are given using known results. In addition we develop a patroller improvement program (PIP) which improves current patroller strategies by considering which locations are currently under performing. Secondly, these general techniques and strategies are applied to find solutions to a certain class of patrolling games which are not previously solved. In particular, classes of the patrolling game are solved when the graph is multipartite or is an extension of a star graph. Thirdly, this thesis conjectures that a developed patroller strategy known as the random minimal full-node cycle is optimal for a large class of patrolling games, when the graph is a tree. Intuitive reasoning behind the conjecture is given along with computational evidence, showing the conjecture holds when the number of locations in the graph is less than 9. Finally, this thesis looks at three extensions to the scenario modelled by the patrolling game. One extension models varying distances between locations rather than assuming locations are a unitary distance apart. Another extension allows the time needed for an attacker to complete their malicious act to vary depending on the vulnerability of the location. For the final extension of multiple players we look at four variants depending on how multiple attackers succeed in the extension. In each extension we find some properties of the game and show that it possible to relate # extensions to the classic patrolling game in order to find the value and optimal strategies for certain classes of such games

    On the mechanisms governing gas penetration into a tokamak plasma during a massive gas injection

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    A new 1D radial fluid code, IMAGINE, is used to simulate the penetration of gas into a tokamak plasma during a massive gas injection (MGI). The main result is that the gas is in general strongly braked as it reaches the plasma, due to mechanisms related to charge exchange and (to a smaller extent) recombination. As a result, only a fraction of the gas penetrates into the plasma. Also, a shock wave is created in the gas which propagates away from the plasma, braking and compressing the incoming gas. Simulation results are quantitatively consistent, at least in terms of orders of magnitude, with experimental data for a D 2 MGI into a JET Ohmic plasma. Simulations of MGI into the background plasma surrounding a runaway electron beam show that if the background electron density is too high, the gas may not penetrate, suggesting a possible explanation for the recent results of Reux et al in JET (2015 Nucl. Fusion 55 093013)

    Overview of the JET ITER-like wall divertor

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    Power exhaust by SOL and pedestal radiation at ASDEX Upgrade and JET

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    Multi-machine scaling of the main SOL parallel heat flux width in tokamak limiter plasmas

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    ELM divertor peak energy fluence scaling to ITER with data from JET, MAST and ASDEX upgrade

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    Assessment of erosion, deposition and fuel retention in the JET-ILW divertor from ion beam analysis data

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    Progress in understanding disruptions triggered by massive gas injection via 3D non-linear MHD modelling with JOREK

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    3D non-linear MHD simulations of a D 2 massive gas injection (MGI) triggered disruption in JET with the JOREK code provide results which are qualitatively consistent with experimental observations and shed light on the physics at play. In particular, it is observed that the gas destabilizes a large m/n = 2/1 tearing mode, with the island O-point coinciding with the gas deposition region, by enhancing the plasma resistivity via cooling. When the 2/1 island gets so large that its inner side reaches the q = 3/2 surface, a 3/2 tearing mode grows. Simulations suggest that this is due to a steepening of the current profile right inside q = 3/2. Magnetic field stochastization over a large fraction of the minor radius as well as the growth of higher n modes ensue rapidly, leading to the thermal quench (TQ). The role of the 1/1 internal kink mode is discussed. An I p spike at the TQ is obtained in the simulations but with a smaller amplitude than in the experiment. Possible reasons are discussed
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