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Extreme Programming Installed
, 2000
"... There aren't any silver bullets in software development, and there probably never will be. However, Extreme Programming is a simple set of common-sense practices that, when used together, really can give you much of what you just read in the paragraph above. In this book, we tell you what the XP pra ..."
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Cited by 77 (0 self)
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There aren't any silver bullets in software development, and there probably never will be. However, Extreme Programming is a simple set of common-sense practices that, when used together, really can give you much of what you just read in the paragraph above. In this book, we tell you what the XP practices are, and how to install them in your project.
A Taxonomy Of Computer Attacks With Applications To Wireless Networks
, 2001
"... The majority of attacks made upon modern computers have been successful due to the exploitation of the same errors and weaknesses that have plagued computer systems for the last thirty years. Because the industry has not learned from these mistakes, new protocols and systems are not designed with th ..."
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Cited by 28 (0 self)
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The majority of attacks made upon modern computers have been successful due to the exploitation of the same errors and weaknesses that have plagued computer systems for the last thirty years. Because the industry has not learned from these mistakes, new protocols and systems are not designed with the aspect of security in mind; and security that is present is typically added as an afterthought. What makes these systems so vulnerable is that the security design process is based upon assumptions that have been made in the past; assumptions which now have become obsolete or irrelevant. In addition, fundamental errors in the design and implementation of systems repeatedly occur, which lead to failures. This
The emperor's old armor
- IN PROC. NEW SECURITY PARADIGMS '96
, 1997
"... The traditional model of computer security was formulated in the 1970's, when computers were expensive, solitary, heavy, and rare. It rests on three fundamental foundations: management of security policy describing the set of actions each user is entitled to perform, integrity of the physical system ..."
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Cited by 20 (0 self)
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The traditional model of computer security was formulated in the 1970's, when computers were expensive, solitary, heavy, and rare. It rests on three fundamental foundations: management of security policy describing the set of actions each user is entitled to perform, integrity of the physical system, its software, and especially its security-enforcing mechanisms, and secrecy of cryptographic keys and sensitive data. The modern computing environment, with its rapidly accelerating complexity, connectivity, and miniaturization, is undermining all three of these foundations. Nevertheless, the newest "secure" computer systems continue to be built on them. This paper argues that the traditional model of computer security is no longer viable, and that new definitions of the security problem are needed before the industry can begin to work toward effective security in the new environment.
Domain-General Simulation And Planning With Physical Schemas
, 2000
"... Physical schemas are representations of simple physically grounded relationships and interactions such as "move," "push," and "contain." We believe they are the conceptual primitives an agent employs to understand its environment. Physical schemas can be used at varying levels of abstraction across ..."
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Cited by 4 (3 self)
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Physical schemas are representations of simple physically grounded relationships and interactions such as "move," "push," and "contain." We believe they are the conceptual primitives an agent employs to understand its environment. Physical schemas can be used at varying levels of abstraction across a variety of domains. We have designed a domain-general agent simulation and control testbed based on physical schemas. If a domain can be described in physical terms as agents moving and applying force, it can be simulated in this testbed. Furthermore, we show that physical schemas can be viewed as the basis for abstract plans and a domain-general planner, GRASP. Our simulation and planning system is currently being evaluated in a continuous, dynamic, and adversarial domain based on the game of Capture the Flag. The paper concludes with an example of how GRASP was applied to the problem of Course of Action generation and evaluation.
Teaching Context in Information Security
"... This article investigates teaching the application of technical ideas by non-technical means, especially by using puzzles to engage students. After discussing the need to teach students to evaluate contexts in which decisions about computer security must be made, we suggest questions and scenarios d ..."
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Cited by 4 (0 self)
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This article investigates teaching the application of technical ideas by non-technical means, especially by using puzzles to engage students. After discussing the need to teach students to evaluate contexts in which decisions about computer security must be made, we suggest questions and scenarios drawn from political science, history, as well as other humanities, to force students to apply or derive principles of computer security in unusual and unexpected situations. Our experience shows that students find the process enjoyable, stimulating, and effective.
An Underlying Model For Defeat Mechanisms
, 2000
"... Defeat mechanisms are strategies for achieving victory over an opponent. Although defeat mechanisms often rely on influencing the opponent psychologically and emotionally, most simulations of warfare do not model these "soft" factors, they model only victory by attrition. To create more accurate, ad ..."
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Cited by 2 (0 self)
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Defeat mechanisms are strategies for achieving victory over an opponent. Although defeat mechanisms often rely on influencing the opponent psychologically and emotionally, most simulations of warfare do not model these "soft" factors, they model only victory by attrition. To create more accurate, adaptable, and believable systems, we must be able to model a variety of defeat mechanisms. We propose a model where parameters and attributes that affect emotional and physical fatigue are combined to produce an overall measure of fatigue called effective fatigue. Effective fatigue, along with an agent's state, is combined by a defeat model to produce probabilities of surrender. We create warfare scenarios involving catastrophe and surprise, and then examine the model's behavior under these scenarios. We conclude with a discussion of how the model is related to our own Capture the Flag wargaming system.
GAMESMAN: A finite, two-person, perfect-information game generator
"... Why write a program when you can write a program to write a program? --- Author unknown This report introduces GAMESMAN, a system for generating graphical parametrizable game applications. Programmers write game modules for a specific game, which when combined with our libraries, compile together ..."
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Why write a program when you can write a program to write a program? --- Author unknown This report introduces GAMESMAN, a system for generating graphical parametrizable game applications. Programmers write game modules for a specific game, which when combined with our libraries, compile together to become standalone X-window applications as shown in Figure A.1 below. The modules only need contain information about the rules of the game and how the game ends. If the game is small-enough, it may be solved, and the computer can play the role of an oracle, or perfect opponent. This oracle can advise a novice player how to play, and teach the strategy of the game even though none was programmed into the system! If a game is too large to be solved exhaustively, the game programmer can add heuristics to provide an imperfect computer opponent. Finally, the application can provide a useful utility to two human players who are playing each other, since it be a referee who constrains the users moves to be only valid moves, can update the board to respond to the move, and can signal when one of the players has won. GAMESMAN module for 1210 X and text application for 1210 module for TicTacToe module for Tac Tix X and text application for TicTacToe X and text application for Tac Tix module for dodgem X and text application for dodgem Figure Abstract.1: The Overall Picture of GAMESMAN 1 Dedication To my parents, Raymond and Deborah, whose enduring love and simple, generous acts of allowing their 6-year-old son to play when he needed to play and to beat them at chess fostered a love for games that has not abated in the 21 years since. - i - Table of Contents 1.
Player Modeling: Towards a Common Taxonomy
- in 16th International Conference on Computer Games (CGAMES
, 2011
"... Abstract—Artificial Intelligence (AI) is gradually receiving more attention as a fundamental feature to increase the immersion in digital games. Among the several AI approaches, Player Modeling is becoming an important one. The main idea is to try to understand and model the player characteristics a ..."
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Abstract—Artificial Intelligence (AI) is gradually receiving more attention as a fundamental feature to increase the immersion in digital games. Among the several AI approaches, Player Modeling is becoming an important one. The main idea is to try to understand and model the player characteristics and behaviors in order to develop a better AI. This paper presents a survey of the field, discussing the main concepts and proposing a taxonomy to better organize them. We also present several game platforms that can be used by player modeling and AI researchers. We believe that compiling this information can be important to the field, specially to new researchers.
Star Tek-Exploiting the Final Frontier: Counterspace Operations in 2025
, 1996
"... this report was produced in the Department of Defense school environment of academic freedom and in the interest of advancing concepts related to national defense. The views expressed in this report are those of the authors and do not reflect the official policy or position of the United States Air ..."
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this report was produced in the Department of Defense school environment of academic freedom and in the interest of advancing concepts related to national defense. The views expressed in this report are those of the authors and do not reflect the official policy or position of the United States Air Force, Department of Defense, or the United States government
Spatiotemporal Metaphors and Internet Technologies
"... Abstract. Metaphors are used to describe the Internet, comparing it to a ‘library’, a ‘highway’, a ‘web’, stating that it brings us ‘closer ’ and applying various other notions of distance, shape, size, movement, orientation and navigation to it. I describe the metaphoric process and its spatiotempo ..."
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Abstract. Metaphors are used to describe the Internet, comparing it to a ‘library’, a ‘highway’, a ‘web’, stating that it brings us ‘closer ’ and applying various other notions of distance, shape, size, movement, orientation and navigation to it. I describe the metaphoric process and its spatiotemporal aspects, and argue that, in order to explain its dynamics, a framework based on processes with variable identities is preferable to one of static entities with fixed attributes. 1

