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Due to the challenges of obtaining an AS topology annotated with AS relationships, it is infeasible to use the valley-free rule to identify redistribution path spoofing in the work. Alternatively, we apply the direction-conforming rule to the AS topology annotated with directed AS-links to carry out the detection. The following theorems show that the direction-conforming rule actually shows roughly equivalent efficiency.
Theorem D.1
For an observer AS, a valley-free path in the AS topology annotated with AS relationships must be “direction-conforming” in the corresponding AS topology annotated with inferred directed AS-links.
Theorem D.2
(1) For a Tier-1 AS, the direction-conforming paths in the AS topology annotated with inferred directed AS-links must be valley-free in the real AS topology annotated with AS relationships.
(2) For a non-Tier-1 AS, except the redistribution path-spoofing paths launched by the provider ASs, the direction-conforming paths must be valley-free.
In order to prove these theorems, we first investigate the mapping between the real AS topology annotated with AS relationships and the inferred AS topology annotated with directed AS-links.
Note that, similar to the analysis in the text, we assume that the inferred topology is “ideally” complete, namely it contains all legitimate directed AS-links that the observer AS should see. In order to infer a complete AS topology comprising of directed AS-links based on the route announcements from the observer AS, we assume an ideal inference scenario, in which the AS connections and relationships do not change over the inference period and every AS tries all possible valid routes.
We present an on-line linear time and space algorithmto check if an integer array f is the border array of at least one string w built on a boundedor unbounded size alphabet Σ. First of all, we show a bijection between the border array of a string w and the skeleton of the DFA recognizing Σ*ω, called a string matching automaton (SMA).Different strings can have the same border array but the originality of the presented method is that the correspondence between a border array anda skeleton of SMA is independent from the underlying strings. This enables to design algorithms for validating and generating border arrays that outperform existing ones.The validating algorithm lowers the delay (maximal number of comparisons onone element of the array) from O(|w|) to 1 + min{|Σ|,1 + log2|ω|}compared to existing algorithms.We then give results on the numbers of distinct border arrays depending on the alphabet size.We also present an algorithm that checks if a given directed unlabeled graph G is the skeleton of aSMA on an alphabet of size s in linear time.Along the process the algorithm can build one string w for which G is the SMA skeleton.
In this paper, a biped that combines the merits of both powered and passive bipeds is proposed. The semi-activeness of the biped is due to the fact that during most of a walking cycle, only half of the joints are actuated to follow specific trajectories, and the other half of joints remain unactuated but have passive springs connected between adjacent links. It is expected that by having unactuated joints, the biped can preserve the power-saving feature of the passive biped, and by having actuated joints under active control, the biped can also achieve the stability and performance of the powered biped. To devise a systematic design methodology for the biped, its dynamics as well as the walking constraints are carefully studied. Furthermore, an optimization procedure is also proposed to compute the optimal trajectories for the actuated joints and spring constants, which can lead to minimum energy consumption. The feasibility of the proposed biped, including the system design and the control strategy, is verified by hardware implementation. Experiments indicate that the biped walking in the semi-active manner consumes 80% less the electrical power than the fully powered biped that performs the same gait and is more energy-efficient than several state-of-the-art bipeds.
Peter Gärdenfors proved a theorem purporting to show that it is impossible to adjoin to the AGM-postulates for belief-revision a principle of monotonicity for revisions. The principle of monotonicity in question is implied by the Ramsey test for conditionals. So Gärdenfors’ result has been interpreted as demonstrating that it is impossible to combine the Ramsey test for conditionals with the basic postulates for rational belief-revision. It is shown here that this interpretation of Gärdenfors’ result is unwarranted. A new diagnosis is offered of a methodological error made in the statement of the key principle of monotonicity. Crucial applications of this principle in Gärdenfors’ proof require one to regard as revisions what are really expansions. If monotonicity is stated only for genuine revisions, then Gärdenfors’ proof does not go through. Nor can it; for, when the monotonicity principle for revisions is correctly formulated, one can actually establish a contrary consistency result. This requires only a slight adjustment to the postulates of AGM-theory, in order to ensure that the three operations of expansion, contraction, and revision trichotomize the domain of theory-changes. It is further shown that being careful in this way about the proper domains of definition of the three operations of expansion, contraction, and revision also disposes of another, more direct, impossibility result, due to Arló-Costa, that targets the Ramsey test.
This paper holds the material presented at our keynote at the Intelligent Virtual Environments and Virtual Agents Conference, where we analyzed future trends in virtual agent and environment technologies, as applied to the fields of videogames and interactive multimedia. We begin by observing current tendencies in game development projects, both in the market and in the academia, outlining their respective strengths and weaknesses. We follow by describing the aspects of game development that will come to shape the next generation of games, and discuss the requirements for academic projects to achieve the level of quality required to be competitive in this field. In the rest of the paper we analyze the roles, importance, challenges, and research opportunities that a new generation of virtual characters and environments will bring to the world of interactive entertainment.
We propose an approach to assigning propositional content to deliberate acts of arbitrary type, as opposed to just speech acts. This approach, which is based on the idea that the content of an act is the decision maker's expectation concerning the change that would take place if the act were to be performed, is shown to be related to the concept of expected utility that has played a central role in various accounts of rationality.
Among the many possible approaches to dealing with logical omniscience, I consider here awareness and impossible worlds structures. The former approach, pioneered by Fagin and Halpern, distinguishes between implicit and explicit knowledge, and avoids logical omniscience with respect to explicit knowledge. The latter, developed by Rantala and by Hintikka, allows for the existence of logically impossible worlds to which the agents are taken to have “epistemological” access; since such worlds need not behave consistently, the agents’ knowledge is fallible relative to logical omniscience. The two approaches are known to be equally expressive in propositional systems interpreted over Kripke semantics. In this paper I show that the two approaches are equally expressive in propositional systems interpreted over Montague-Scott (neighborhood) semantics. Furthermore, I provide predicate systems of both awareness and impossible worlds structures interpreted on neighborhood semantics and prove the two systems to be equally expressive.
This paper deals with the implications of showing the storyteller’s perspective when telling stories in virtual environments. The paper proposes an open and reusable architecture for the construction of virtual guides who tell stories about the worlds they inhabit from their own perspective. The system consists of two main components: the structure of a knowledge base to code the narrative knowledge about the worlds and a novel hybrid algorithm for the generation of narratives showing the storyteller’s viewpoint. The complete architecture has been developed. Furthermore, we carried out a study with users in order to both validate the implemented storytelling system and test whether the users consider it significantly better or worse (in terms of several aspects related to believability) adding the virtual guide perspective (as both text and animations showing emotions) to the guide discourse. The interesting results are discussed.
We describe a general logical framework, Justification Logic, for reasoning about epistemic justification. Justification Logic is based on classical propositional logic augmented by justification assertions t: F that read t is a justification for F. Justification Logic absorbs basic principles originating from both mainstream epistemology and the mathematical theory of proofs. It contributes to the studies of the well-known Justified True Belief vs. Knowledge problem. We state a general Correspondence Theorem showing that behind each epistemic modal logic, there is a robust system of justifications. This renders a new, evidence-based foundation for epistemic logic. As a case study, we offer a resolution of the Goldman–Kripke ‘Red Barn’ paradox and analyze Russell’s ‘prime minister example’ in Justification Logic. Furthermore, we formalize the well-known Gettier example and reveal hidden assumptions and redundancies in Gettier’s reasoning.
Emotion is an important aspect of human intelligence and has been shown to play a significant role in the human decision-making process. This paper proposes a comprehensive computational model of emotions that can be incorporated into the physiological and social components of the emotions. Since interaction between characters can have a major impact on emotional dynamics, the model presents a social learning component for learning associations among characters, which in turn affects the character’s decision-making and social interactions. The model also designs a set of personality progression functions to enhance individual differences. In addition, we demonstrate this empirically through a computer simulation of a dynamic environment inhabited by a few characters to test our emotional model. The experiments show the effectiveness of our emotional model to build believable characters during interaction with the virtual environment.
This special issue presents a series of articles focusing on recent work in formal epistemology and formal philosophy. The articles in the latter category elaborate on the notion of context and content and their relationships. This work is not unrelated to recent developments in formal epistemology. Logical models of context, when connected with the representation of epistemic context, are clearly relevant for many issues considered by formal epistemologists. For example, the semantic framework Joe Halpern uses in his article for this issue has been applied elsewhere to solve problems in interactive epistemology (which can be seen as an active branch of contemporary formal epistemology).
There are many examples in the literature that suggest that indistinguishability is intransitive, despite the fact that the indistinguishability relation is typically taken to be an equivalence relation (and thus transitive). It is shown that if the uncertainty perception and the question of when an agent reports that two things are indistinguishable are both carefully modeled, the problems disappear, and indistinguishability can indeed be taken to be an equivalence relation. Moreover, this model also suggests a logic of vagueness that seems to solve many of the problems related to vagueness discussed in the philosophical literature. In particular, it is shown here how the logic can handle the sorites paradox.
Logical relations and their generalisations are a fundamental tool in proving properties of lambda calculi, for example, for yielding sound principles for observational equivalence. We propose a natural notion of logical relations that is able to deal with the monadic types of Moggi's computational lambda calculus. The treatment is categorical, and is based on notions of subsconing, mono factorisation systems and monad morphisms. Our approach has a number of interesting applications, including cases for lambda calculi with non-determinism (where being in a logical relation means being bisimilar), dynamic name creation and probabilistic systems.