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Full-Text Articles in Theory and Algorithms

Side Channel Detection Of Pc Rootkits Using Nonlinear Phase Space, Rebecca Clark May 2024

Side Channel Detection Of Pc Rootkits Using Nonlinear Phase Space, Rebecca Clark

Poster Presentations

Cyberattacks are increasing in size and scope yearly, and the most effective and common means of attack is through malicious software executed on target devices of interest. Malware threats vary widely in terms of behavior and impact and, thus, effective methods of detection are constantly being sought from the academic research community to offset both volume and complexity. Rootkits are malware that represent a highly feared threat because they can change operating system integrity and alter otherwise normally functioning software. Although normal methods of detection that are based on signatures of known malware code are the standard line of defense, …


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.