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Full-Text Articles in Theory and Algorithms

Using Torchattacks To Improve The Robustness Of Models With Adversarial Training, William S. Matos Díaz Jan 2021

Using Torchattacks To Improve The Robustness Of Models With Adversarial Training, William S. Matos Díaz

Cybersecurity: Deep Learning Driven Cybersecurity Research in a Multidisciplinary Environment

Adversarial training has proven to be one of the most successful ways to defend models against adversarial examples. This process consists of training a model with an adversarial example to improve the robustness of the model. In this experiment, Torchattacks, a Pytorch library made for importing adversarial examples more easily, was used to determine which attack was the strongest. Later on, the strongest attack was used to train the model and make it more robust against adversarial examples. The datasets used to perform the experiments were MNIST and CIFAR-10. Both datasets were put to the test using PGD, FGSM, and …


Using Mapreduce Streaming For Distributed Life Simulation On The Cloud, Atanas Radenski Jan 2013

Using Mapreduce Streaming For Distributed Life Simulation On The Cloud, Atanas Radenski

Mathematics, Physics, and Computer Science Faculty Books and Book Chapters

Distributed software simulations are indispensable in the study of large-scale life models but often require the use of technically complex lower-level distributed computing frameworks, such as MPI. We propose to overcome the complexity challenge by applying the emerging MapReduce (MR) model to distributed life simulations and by running such simulations on the cloud. Technically, we design optimized MR streaming algorithms for discrete and continuous versions of Conway’s life according to a general MR streaming pattern. We chose life because it is simple enough as a testbed for MR’s applicability to a-life simulations and general enough to make our results applicable …


Dragon Age: Origins - Maps & Benchmark Problems, Nathan R. Sturtevant, Bioware Corp Nov 2009

Dragon Age: Origins - Maps & Benchmark Problems, Nathan R. Sturtevant, Bioware Corp

Moving AI Lab: 2D Maps and Benchmark Problems

Maps extracted from Dragon Age: Origins with help and explicit permission from BioWare Corp. for use and distribution as benchmark problems.

Contains 156 maps and benchmark problem sets.


Room Maps & Benchmark Problems, Nathan R. Sturtevant Jan 2009

Room Maps & Benchmark Problems, Nathan R. Sturtevant

Moving AI Lab: 2D Maps and Benchmark Problems

Contains 40 maps of size 512x512 and problem sets. Maps are divided into rooms of size 8x8, 16x16, 32x32, and 64x64. There are 10 maps and problem sets for each room size. Maps with differing room sizes are not scaled: thickness of walls and passages differs.


Maze Maps & Benchmark Problems, Nathan R. Sturtevant Jan 2009

Maze Maps & Benchmark Problems, Nathan R. Sturtevant

Moving AI Lab: 2D Maps and Benchmark Problems

Contains 60 maps of size 512x512 and benchmark problem sets. These maps are algorithm-generated mazes with corridor widths of 1, 2, 4, 8, 16, or 32. There are 10 maps and problem sets for each corridor size.


Random Obstacle Maps & Benchmark Problems, Nathan R. Sturtevant Jan 2009

Random Obstacle Maps & Benchmark Problems, Nathan R. Sturtevant

Moving AI Lab: 2D Maps and Benchmark Problems

Contains 70 maps of size 512x512 and benchmark problem sets. These maps are algorithm-generated by blocking grid cells. Maps contain 10%, 15%, 20%, 25%, 30%, 35%, or 40% blocked cells. There are 10 maps and problem sets for each percentage.


Warcraft Iii - Maps & Benchmark Problems, Nathan R. Sturtevant, Blizzard Corp. Jul 2002

Warcraft Iii - Maps & Benchmark Problems, Nathan R. Sturtevant, Blizzard Corp.

Moving AI Lab: 2D Maps and Benchmark Problems

Maps extracted from Warcraft III from Blizzard Corp. for use and distribution as benchmark problems.

Contains 36 maps and benchmark problem sets, scaled to 512x512 and converted to a simple grid-based format.


Baldur's Gate Ii - Maps & Benchmark Problems, Nathan R. Sturtevant, Bioware Corp Sep 2000

Baldur's Gate Ii - Maps & Benchmark Problems, Nathan R. Sturtevant, Bioware Corp

Moving AI Lab: 2D Maps and Benchmark Problems

Maps extracted by Yngvi Björnsson from Baldur's Gate II with explicit permission from BioWare Corp. for use and distribution as benchmark problems.

Contains 75 maps and benchmark problem sets scaled to 512 x 512 and 120 original scale maps.


Starcraft - Maps & Benchmark Problems, Nathan R. Sturtevant, Blizzard Corp. Mar 1998

Starcraft - Maps & Benchmark Problems, Nathan R. Sturtevant, Blizzard Corp.

Moving AI Lab: 2D Maps and Benchmark Problems

Maps extracted from Starcraft from Blizzard Corp. for use and distribution as benchmark problems.

Contains 75 maps and benchmark problem sets, converted to standard format by Dave Churchill and post-processed to remove all but the largest connected component.