In modern computer games, "bots" - intelligent realistic agents play a prominent role in the popularity of a game in the market. Typically, bots are modeled using finite-state machine and then programmed via simple ...In modern computer games, "bots" - intelligent realistic agents play a prominent role in the popularity of a game in the market. Typically, bots are modeled using finite-state machine and then programmed via simple conditional statements which are hard-coded in bots logic. Since these bots have become quite predictable to an experienced games' player, a player might lose interest in the game. We propose the use of a game theoretic based learning rule called fictitious play for improving behavior of these computer game bots which will make them less predictable and hence, more a enjoyable game.展开更多
There are quintillions of data on deoxyribonucleic acid(DNA)and protein in publicly accessible data banks,and that number is expanding at an exponential rate.Many scientific fields,such as bioinformatics and drug disc...There are quintillions of data on deoxyribonucleic acid(DNA)and protein in publicly accessible data banks,and that number is expanding at an exponential rate.Many scientific fields,such as bioinformatics and drug discovery,rely on such data;nevertheless,gathering and extracting data from these resources is a tough undertaking.This data should go through several processes,including mining,data processing,analysis,and classification.This study proposes software that extracts data from big data repositories automatically and with the particular ability to repeat data extraction phases as many times as needed without human intervention.This software simulates the extraction of data from web-based(point-and-click)resources or graphical user interfaces that cannot be accessed using command-line tools.The software was evaluated by creating a novel database of 34 parameters for 1360 physicochemical properties of antimicrobial peptides(AMP)sequences(46240 hits)from various MARVIN software panels,which can be later utilized to develop novel AMPs.Furthermore,for machine learning research,the program was validated by extracting 10,000 protein tertiary structures from the Protein Data Bank.As a result,data collection from the web will become faster and less expensive,with no need for manual data extraction.The software is critical as a first step to preparing large datasets for subsequent stages of analysis,such as those using machine and deep-learning applications.展开更多
The high costs incurred due to attacks and the increasing number of different devices in the Internet of Things(IoT)highlight the necessity of the early detection of botnets(i.e.,a network of infected devices)to gain ...The high costs incurred due to attacks and the increasing number of different devices in the Internet of Things(IoT)highlight the necessity of the early detection of botnets(i.e.,a network of infected devices)to gain an advantage against attacks.However,early botnet detection is challenging because of continuous malware mutations,the adoption of sophisticated obfuscation techniques,and the massive volume of data.The literature addresses botnet detection by modeling the behavior of malware spread,the classification of malicious traffic,and the analysis of traffic anomalies.This article details ANTE,a system for ANTicipating botnEt signals based on machine learning algorithms.The system adapts itself to different scenarios and detects different types of botnets.It autonomously selects the most appropriate Machine Learning(ML)pipeline for each botnet and improves the classification before an attack effectively begins.The system evaluation follows trace-driven experiments and compares ANTE results to other relevant results from the literature over four representative datasets:ISOT HTTP Botnet,CTU-13,CICDDoS2019,and BoT-IoT.Results show an average detection accuracy of 99.06%and an average bot detection precision of 100%.展开更多
Autonomous navigation of mobile robots is a challenging task that requires them to travel from their initial position to their destination without collision in an environment.Reinforcement Learning methods enable a st...Autonomous navigation of mobile robots is a challenging task that requires them to travel from their initial position to their destination without collision in an environment.Reinforcement Learning methods enable a state action function in mobile robots suited to their environment.During trial-and-error interaction with its surroundings,it helps a robot tofind an ideal behavior on its own.The Deep Q Network(DQN)algorithm is used in TurtleBot 3(TB3)to achieve the goal by successfully avoiding the obstacles.But it requires a large number of training iterations.This research mainly focuses on a mobility robot’s best path prediction utilizing DQN and the Artificial Potential Field(APF)algorithms.First,a TB3 Waffle Pi DQN is built and trained to reach the goal.Then the APF shortest path algorithm is incorporated into the DQN algorithm.The proposed planning approach is compared with the standard DQN method in a virtual environment based on the Robot Operation System(ROS).The results from the simulation show that the combination is effective for DQN and APF gives a better optimal path and takes less time when compared to the conventional DQN algo-rithm.The performance improvement rate of the proposed DQN+APF in comparison with DQN in terms of the number of successful targets is attained by 88%.The performance of the proposed DQN+APF in comparison with DQN in terms of average time is achieved by 0.331 s.The performance of the proposed DQN+APF in comparison with DQN average rewards in which the positive goal is attained by 85%and the negative goal is attained by-90%.展开更多
Video games have been around for several decades and have had many advancements from the original start of video games. Video games started as virtual games that were advertised towards children, and these virtual gam...Video games have been around for several decades and have had many advancements from the original start of video games. Video games started as virtual games that were advertised towards children, and these virtual games created a virtual reality of a variety of genres. These genres included sports games, such as tennis, football, baseball, war games, fantasy, puzzles, etc. The start of these games was derived from a sports genre and now has a popularity in multiplayer-online-shooting games. The purpose of this paper is to investigate different types of tools available for cheating in virtual world making players have undue advantage over other players in a competition. With the advancement in technology, these video games have become more expanded in the development aspects of gaming. Video game developers have created long lines of codes to create a new look of video games. As video games have progressed, the coding, bugs, bots, and errors of video games have changed throughout the years. The coding of video games has branched out from the original video games, which have given many benefits to this virtual world, while simultaneously creating more problems such as bots. Analysis of tools available for cheating in a game has disadvantaged normal gamer in a fair contest.展开更多
文摘In modern computer games, "bots" - intelligent realistic agents play a prominent role in the popularity of a game in the market. Typically, bots are modeled using finite-state machine and then programmed via simple conditional statements which are hard-coded in bots logic. Since these bots have become quite predictable to an experienced games' player, a player might lose interest in the game. We propose the use of a game theoretic based learning rule called fictitious play for improving behavior of these computer game bots which will make them less predictable and hence, more a enjoyable game.
基金This work was funded by the Graduate Scientific Research School at Yarmouk University under Grant Number:82/2020。
文摘There are quintillions of data on deoxyribonucleic acid(DNA)and protein in publicly accessible data banks,and that number is expanding at an exponential rate.Many scientific fields,such as bioinformatics and drug discovery,rely on such data;nevertheless,gathering and extracting data from these resources is a tough undertaking.This data should go through several processes,including mining,data processing,analysis,and classification.This study proposes software that extracts data from big data repositories automatically and with the particular ability to repeat data extraction phases as many times as needed without human intervention.This software simulates the extraction of data from web-based(point-and-click)resources or graphical user interfaces that cannot be accessed using command-line tools.The software was evaluated by creating a novel database of 34 parameters for 1360 physicochemical properties of antimicrobial peptides(AMP)sequences(46240 hits)from various MARVIN software panels,which can be later utilized to develop novel AMPs.Furthermore,for machine learning research,the program was validated by extracting 10,000 protein tertiary structures from the Protein Data Bank.As a result,data collection from the web will become faster and less expensive,with no need for manual data extraction.The software is critical as a first step to preparing large datasets for subsequent stages of analysis,such as those using machine and deep-learning applications.
基金This work was supported by National Council for Scientific and Technological Development(CNPq/Brazil)grants#309129/2017-6 and#432204/2018-0,by Sao Paulo Research Foundation(FAPESP)+2 种基金grant#2018/23098-0,by the Coordination for the Improvement of Higher Education Personnel CAPES/Brazilgrants#88887.501287/2020-00 and#88887.509309/2020–00by the National Teaching and Research Network(RNP)by the GT-Periscope project.
文摘The high costs incurred due to attacks and the increasing number of different devices in the Internet of Things(IoT)highlight the necessity of the early detection of botnets(i.e.,a network of infected devices)to gain an advantage against attacks.However,early botnet detection is challenging because of continuous malware mutations,the adoption of sophisticated obfuscation techniques,and the massive volume of data.The literature addresses botnet detection by modeling the behavior of malware spread,the classification of malicious traffic,and the analysis of traffic anomalies.This article details ANTE,a system for ANTicipating botnEt signals based on machine learning algorithms.The system adapts itself to different scenarios and detects different types of botnets.It autonomously selects the most appropriate Machine Learning(ML)pipeline for each botnet and improves the classification before an attack effectively begins.The system evaluation follows trace-driven experiments and compares ANTE results to other relevant results from the literature over four representative datasets:ISOT HTTP Botnet,CTU-13,CICDDoS2019,and BoT-IoT.Results show an average detection accuracy of 99.06%and an average bot detection precision of 100%.
文摘Autonomous navigation of mobile robots is a challenging task that requires them to travel from their initial position to their destination without collision in an environment.Reinforcement Learning methods enable a state action function in mobile robots suited to their environment.During trial-and-error interaction with its surroundings,it helps a robot tofind an ideal behavior on its own.The Deep Q Network(DQN)algorithm is used in TurtleBot 3(TB3)to achieve the goal by successfully avoiding the obstacles.But it requires a large number of training iterations.This research mainly focuses on a mobility robot’s best path prediction utilizing DQN and the Artificial Potential Field(APF)algorithms.First,a TB3 Waffle Pi DQN is built and trained to reach the goal.Then the APF shortest path algorithm is incorporated into the DQN algorithm.The proposed planning approach is compared with the standard DQN method in a virtual environment based on the Robot Operation System(ROS).The results from the simulation show that the combination is effective for DQN and APF gives a better optimal path and takes less time when compared to the conventional DQN algo-rithm.The performance improvement rate of the proposed DQN+APF in comparison with DQN in terms of the number of successful targets is attained by 88%.The performance of the proposed DQN+APF in comparison with DQN in terms of average time is achieved by 0.331 s.The performance of the proposed DQN+APF in comparison with DQN average rewards in which the positive goal is attained by 85%and the negative goal is attained by-90%.
文摘Video games have been around for several decades and have had many advancements from the original start of video games. Video games started as virtual games that were advertised towards children, and these virtual games created a virtual reality of a variety of genres. These genres included sports games, such as tennis, football, baseball, war games, fantasy, puzzles, etc. The start of these games was derived from a sports genre and now has a popularity in multiplayer-online-shooting games. The purpose of this paper is to investigate different types of tools available for cheating in virtual world making players have undue advantage over other players in a competition. With the advancement in technology, these video games have become more expanded in the development aspects of gaming. Video game developers have created long lines of codes to create a new look of video games. As video games have progressed, the coding, bugs, bots, and errors of video games have changed throughout the years. The coding of video games has branched out from the original video games, which have given many benefits to this virtual world, while simultaneously creating more problems such as bots. Analysis of tools available for cheating in a game has disadvantaged normal gamer in a fair contest.