ppxscal/embedding_network huggingface dataset:
Scheduling Reusable Instructions for Power Reduction
Authors: J. S. Hu, N. Vijaykrishnan, S. Kim, M. Kandemir, M. J. Irwin
Venue: Proceedings of the conference on Design, automation and test in Europe - Volume 1 (2004)

In this paper, we propose a new issue queue design that is capable of scheduling reusable instructions. Once the issue queue is reusing instructions, no instruction cache access is needed since the instructions are supplied by the issue queue itself. Furthermore, dynamic branch prediction and instruction decoding can also be avoided permitting the gating of the front-end stages of the pipeline (the stages before register renaming). Results using array-intensive codes show that up to 82% of the total execution cycles, the pipeline front-end can be gated, providing a power reduction of 72% in the instruction cache, 33% in the branch predictor, and 21% in the issue queue, respectively, at a small performance cost. Our analysis of compiler optimizations indicates that the power savings can be further improved by using optimized code.
GASP: a system for visualizing geometric algorithms
Authors: Ayellet Tal, David Dobkin
Venue: Proceedings of the conference on Visualization '94 (1994)

This paper describes a system, GASP, that facilitates the visualization of geometric algorithms. The user need not have any knowledge of computer graphics in order to quickly generate a visualization. The system is also intended to facilitate the task of implementing and debugging geometric algorithms. The viewer is provided with a comfortable user interface enhancing the exploration of an algorithm's functionality. We describe the underlying concepts of the system as well as a variety of examples which illustrate its use.
Population-split genetic algorithm for retrieval of ultrafast laser parameters
Authors: S. F. Shu, C. L. Pan, C. T. Sun
Venue: Neural, Parallel Scientific Computations (2003)

Authors modify the traditional or standard genetic algorithm by splitting the initial population. This crucial step is an imitation of sexual and asexual reproduction mechanism in the life cycle of many plants or animals. Asexual reproduction shall happen in only one population, which is fitter of the two. This evolution guarantees that the converging direction can be controlled properly. This technique is proposed and used to deal with complicated and noisy spectrograms generated by a Frequency Resolved Optical Gating (FROG) apparatus for characterization of ultrafast laser pulses. The results show that this technique can more easily retrieve complex laser pulse parameters than previous approaches.
Design and analysis of low-power cache using two-level filter scheme
Authors: Yen-Jen Chang, Shanq-Jang Ruan, Feipei Lai
Venue: IEEE Transactions on Very Large Scale Integration (VLSI) Systems (2003)

Power consumption is an increasingly pressing problem in modern processor design. Since the on-chip caches usually consume a significant amount of power, it is one of the most attractive targets for power reduction. This paper presents a two-level filter scheme, which consists of the L1 and L2 filters, to reduce the power consumption of the on-chip cache. The main idea of the proposed scheme is motivated by the substantial unnecessary activities in conventional cache architecture. We use a single block buffer as the L1 filter to eliminate the unnecessary cache accesses. In the L2 filter, we then propose a new sentry-tag architecture to further filter out the unnecessary way activities in case of the L1 filter miss. We use SimpleScalar to simulate the SPEC2000 benchmarks and perform the HSPICE simulations to evaluate the proposed architecture. Experimental results show that the two-level filter scheme can effectively reduce the cache power consumption by eliminating most unnecessary cache activities, while the compromise of system performance is negligible. Compared to a conventional instruction cache (32 kB, two-way) implemented with only the L1 filter, the use of a two-level filter can result in roughly 30% reduction in total cache power consumption. Similarly, compared to a conventional data cache (32 kB, four-way) implemented with only the L1 filter, the total cache power reduction is approximately 46%.
The Lattice-Boltzmann Method for Simulating Gaseous Phenomena
Authors: Xiaoming Wei, Wei Li, Klaus Mueller, Arie E. Kaufman
Venue: IEEE Transactions on Visualization and Computer Graphics (2004)

Abstract--We present a physically-based, yet fast and simple method to simulate gaseous phenomena. In our approach, the incompressible Navier-Stokes (NS) equations governing fluid motion have been modeled in a novel way to achieve a realistic animation. We introduce the Lattice Boltzmann Model (LBM), which simulates the microscopic movement of fluid particles by linear and local rules on a grid of cells so that the macroscopic averaged properties obey the desired NS equations. The LBM is defined on a 2D or 3D discrete lattice, which is used to solve fluid animation based on different boundary conditions. The LBM simulation generates, in real-time, an accurate velocity field and can incorporate an optional temperature field to account for the buoyancy force of hot gas. Because of the linear and regular operations in each local cell of the LBM grid, we implement the computation in commodity texture hardware, further improving the simulation speed. Finally, textured splats are used to add small scale turbulent details, achieving high-quality real-time rendering. Our method can also simulate the physically correct action of stationary or mobile obstacles on gaseous phenomena in real-time, while still maintaining highly plausible visual details.
The condition-driven authorization model for distributed system services
Authors: Clifford Neuman
Venue:  (2002)

Organizations of all kinds, from publishing to health care, are turning to on-line services. As they become dependent on this new technology, many are exposed to the downside of computer networking: theft, fraud and denial of service risks. These risks must be managed by enforcing security policies. Traditional authorization mechanisms are based on the premise that once a user is authorized to perform some operation, the access is granted unconditionally. This practice will not detect the abuse of user privileges. In a distributed multi-user environment, the security policy must not only specify legitimate user privileges but also aid in the detection of the abuse of the privileges and adapt to perceived system threat conditions. This dissertation presents a new model that provides clear and precise semantics for authorization. The semantics is independent from underling security mechanisms and is separate from implementation. The model has three principal features: support for adaptive policies, support for policy composition and three-phase policy enforcement. This dissertation differs from other work in the area by concentrating on policies, which can have side effects, an aspect of the policy specification and evaluation problem that has been largely ignored until now. The major contribution of this research is development of a Conceptual Model, which allows the specification of complex authorization policies and provides a generic policy evaluation environment. A formal presentation of the Conceptual Model based on progression of models from simple to higher complexity is described. The demonstration of the translation of security policies across existing authorization models to the canonical representation described by the Conceptual Model is presented. Finally, the dissertation describes the implementation of the Conceptual Model&mdash;the Generic Authorization and Access-control Application Programming Interface (GAA-API), which demonstrates the usefulness of the model. The API provides a generic framework by which applications facilitate access control decisions, policy enforcement and application-level intrusion detection and response capabilities. The design, implementation, and use of the GAA-API are described. The integration of the API with several applications is discussed.
Experimental Evaluation of Code Properties for WCET Analysis
Authors: Antoine Colin, Stefan M. Petters
Venue: Proceedings of the 24th IEEE International Real-Time Systems Symposium (2003)

This paper presents a quantification of the timing effectsthat advanced processor features like data and instructioncache, pipelines, branch prediction units and out-of-orderexecution units have on the worst-case execution time(WCET) of programs. These features are present in processors(e.g. PowerPC) that are being widely used in embeddedand real-time systems. We present an experimental evaluationof the execution time of a series of synthetic benchmarksand real-life case studies. The execution time is evaluatedusing extensive testing and a simple WCET technique.We show that the most important factor in reduction of executiontime is cache size (both instruction and data cache).Other factors like branch prediction and out-or-order executionhave minimal improvements that is cancelled out bythe pessimism of the analysis. We also argue that some of theperformance gain of advanced processor features also appliesto the worst case and although WCET estimates maybe more pessimistic the overall impact is that they result inlower WCET estimates.
Compositional Verification of a Multi-Agent System for One-to-Many Negotiation
Authors: Frances M. T. Brazier, Frank Cornelissen, Rune Gustavsson, Catholijn M. Jonker, Olle Lindeberg, Bianca Polak, Jan Treur
Venue: Applied Intelligence (2004)

Verification of multi-agent systems hardly occurs in design practice. One of the difficulties is that required properties for a multi-agent system usually refer to multi-agent behaviour which has nontrivial dynamics. To constrain these multi-agent behavioural dynamics, often a form of organisational structure is used, for example, for negotiating agents, by following strict protocols. The claim is that these negotiation protocols entail a structured process that is manageable with respect to analysis, design and execution of such a multi-agent system. In this paper this is shown by a case study: verification of a multi-agent system for one-to-many negotiation in the domain of load balancing of electricity use. A compositional verification method for multi-agent systems is applied that allows to (1) logically relate dynamic properties of the multi-agent system as a whole to dynamic properties of agents, and (2) logically relate dynamic properties of agents to properties of their subcomponents. Given that properties of these subcomponents can be verified by more standard methods, these logical relationships provide proofs of the dynamic properties of the multi-agent system as a whole.
Structural Properties and Edge Choosability of Planar Graphs without 6-Cycles
Authors: Wang Weifan, Ko-Wei Lih
Venue: Combinatorics, Probability and Computing (2001)

Let G be a planar graph without 6-cycles. We investigate structural properties of G and show that G is edge-(&Delta;(G) + 1)-choosable when its maximum degree &Delta;(G) is not 5. We also study the 3-degeneracy property of G.
Distributed localization in wireless sensor networks: a quantitative comparison
Authors: Koen Langendoen, Niels Reijers
Venue: Computer Networks: The International Journal of Computer and Telecommunications Networking (2003)

This paper studies the problem of determining the node locations in ad-hoc sensor networks. We compare three distributed localization algorithms (Ad-hoc positioning, Robust positioning, and N-hop multilateration) on a single simulation platform. The algorithms share a common, three-phase structure: (1) determine node-anchor distances, (2) compute node positions, and (3) optionally refine the positions through an iterative procedure. We present a detailed analysis comparing the various alternatives for each phase, as well as a head-to-head comparison of the complete algorithms. The main conclusion is that no single algorithm performs best; which algorithm is to be preferred depends on the conditions (range errors, connectivity, anchor fraction, etc.). In each case, however, there is significant room for improving accuracy and/or increasing coverage.
A Quantitative Analysis of Tile Size Selection Algorithms
Authors: Chung-hsing Hsu, Ulrich Kremer
Venue: The Journal of Supercomputing (2004)

Loop tiling is an effective optimizing transformation to boost the memory performance of a program, especially for dense matrix scientific computations. The magnitude and stability of the achieved performance improvements are heavily dependent on the appropriate selection of tile sizes. Many existing tile selection algorithms try to find tile sizes which eliminate self-interference cache conflict misses, maximize cache utilization, and minimize cross-interference cache conflict misses. These techniques depend heavily on the actual layout of the arrays in memory. Array padding, an effective data layout optimization technique, is therefore incorporated by many algorithms to help loop tiling stabilize its effectiveness by avoiding &ldquo;pathological&rdquo; array sizes.In this paper, we examine several such combined algorithms in terms of cost-benefit trade-offs, and introduce a new algorithm. The preliminary experimental results show that more precise and costly tile selection and array padding algorithms may not be justified by the resulting performance improvements since such improvements may also be achieved by much simpler and therefore less expensive strategies. The key issues in finding a good tiling algorithm are (1) to identify critical performance factors and (2) to develop corresponding performance models that allow predictions at a sufficient level of accuracy. Following this insight, we have developed a new tiling algorithm that performs better than previous algorithms in terms of execution time and stability, and generates code with a performance comparable to the best measured algorithm. Experimental results on two standard benchmark kernels for matrix multiply and LU factorization show that the new algorithm is orders of magnitude faster than the best previous algorithm without sacrificing stability and execution speed of the generated code.
Development of a recommendation system with multiple subjective evaluation process models
Authors: Emi Yano, Emi Sueyoshi, Isao Shinohara, Toshikazu Kato
Venue: Proceedings of the 2003 International Conference on Cyberworlds (2003)

Current BtoC recommendation services utilize consumers'purchased log as criteria for selecting information,yet it includes little information of the reason why hebought the items. Thus it is difficult to recommend thesuitable information for each consumer.We have observed how each consumer judges his likesand dislikes on objects viewing them. We have modeledeach consumer's evaluation process by relationshipsamong physical features of objects, each consumer's subjectiveinterpretations and preferences. Thus, based onthe models, our system can estimate users' subjectiveevaluations and preferences from physical features ofobjects to perform a suitable recommendation.We have also build situated preference models accordingto the usage of the items. The recommendation systemrefers such situated preference models together with thesubjective evaluation model as the consumer's decision-makingmodel for selecting objects.
Special Section: Topological representation and reasoning in design and manufacturing
Authors: Dan Braha
Venue: Artificial Intelligence for Engineering Design, Analysis and Manufacturing (2000)

The word &ldquo;topology&rdquo; is derived from the Greek word &ldquo;&tgr;&ogr;&pgr;&ogr;&sigmav;,&rdquo; which means &ldquo;position&rdquo; or &ldquo;location.&rdquo; A simplified and thus partial definition has often been used (Croom, 1989, page 2): &ldquo;topology deals with geometric properties which are dependent only upon the relative positions of the components of figures and not upon such concepts as length, size, and magnitude.&rdquo; Topology deals with those properties of an object that remain invariant under continuous transformations (specifically bending, stretching, and squeezing, but not breaking or tearing). Topological notions and methods have illuminated and clarified basic structural concepts in diverse branches of modern mathematics. However, the influence of topology extends to almost every other discipline that formerly was not considered amenable to mathematical handling. For example, topology supports design and representation of mechanical devices, communication and transportation networks, topographic maps, and planning and controlling of complex activities. In addition, aspects of topology are closely related to symbolic logic, which forms the foundation of artificial intelligence. In the same way that the Euclidean plane satisfies certain axioms or postulates, it can be shown that certain abstract spaces&mdash;where the relations of points to sets and continuity of functions are important&mdash;have definite properties that can be analyzed without examining these spaces individually. By approaching engineering design from this abstract point of view, it is possible to use topological methods to study collections of geometric objects or collections of entities that are of concern in design analysis or synthesis. These collections of objects and or entities can be treated as
GE's energy rentals business automates its credit assessment process
Authors: Srinivas Bollapragada, Prasanthi Ganti, Mark Osborn, James Quaile, Kannan Ramanathan
Venue: Interfaces (2003)

GE Energy Rentals, a business unit of General Electric Power Systems (GEPS), uses an automated Web-based application to assess customers' credit worthiness. GE's Global Research Center developed the system using quantitative business modeling and decision-support-system design. The system uses a model for credit decisions that captures the thought process expert credit analysts use to assign credit lines to customers. In addition, the system provides users with the analytics and reasons underlying credit decisions. It has enhanced productivity and efficiency by speeding up credit approvals. In addition, by providing a standard platform for credit approvals, it ensures consistency in the process of assessing and approving credit. The system has decreased costs by eliminating a credit-analyst position despite growth in the business and has also saved over 60 percent of the costs per credit decision. We are adapting this approach for other GEPS business units.
Two simple attacks on Lin-Shen-Hwang's strong-password authentication protocol
Authors: Wei-Chi Ku, Hao-Chuan Tsai, Shuai-Min Chen
Venue: ACM SIGOPS Operating Systems Review (2003)

In 2001, Lin, Sun, and Hwang proposed a strong-password authentication protocol, OSPA, which was later found to be vulnerable to a stolen-verifier attack and a man-in-the-middle attack. Recently, Lin, Shen, and Hwang [10] proposed an improved protocol of OSPA and showed that the improved protocol can resist the guessing attack, the replay attack, the impersonation attack, and the stolen-verifier attack. Herein, we show that their protocol is still vulnerable to a replay attack and a denial-of-service attack.
Peer-to-Peer Communication Approach for a Mobile Environment
Authors: Jari Porras, Petri Hiirsalmi, Ari Valtaoja
Venue: Proceedings of the Proceedings of the 37th Annual Hawaii International Conference on System Sciences (HICSS'04) - Track 9 - Volume 9 (2004)

In this paper an approach to the peer-to-peer communication in a mobile environment is presented. This approach is based on the concept of personal trusted device that constantly monitors its neighborhood and collects information for the use of different applications. The reference implementation is built on top of iPaq PDAs running the Linux operating system. Class diagrams are presented for the main elements of the environment and the properties of the prototype are presented. Although this approach is not limited to any particular communication technology only Bluetooth technology is considered and presented in this paper.
Exploring the design and engineering of mixed reality systems
Authors: Emmanuel Dubois, Philip Gray, Daniela Trevisan, Jean Vanderdonckt
Venue: Proceedings of the 9th international conference on Intelligent user interfaces (2004)

This IUI'04 workshop is an opportunity to identify and articulate the key research challenges for the design and engineering of mixed reality systems. By clarifying and systematizing these challenges, we can improve our own understanding of the current state of the field, stimulate research activity, especially collaboration, and help establish the design of MR systems as a distinct research area.
Spatial principles of level-design in multi-player first-person shooters
Authors: Christian Güttler, Troels Degn Johansson
Venue: Proceedings of the 2nd workshop on Network and system support for games (2003)

Basing itself on a theoretical discussion and experiments, this paper outlines the basic spatial principles of level design in multi-player first-person shooters with special reference to Counter-Strike (Sierra). In this manner, the paper seeks to outline a heuristics of level design in firstperson shooters. The thesis of the paper is that a consistent examination of a game's gameplay, its agents, and spatial components is necessary for the development of a design method that will lead to ultimate level design.Setting off from a theoretical discussion of the terms gameplay and emergence, the paper starts by establishing some basic characteristics of multiplayer shooters. The concept of emergence leads to a distinction of the unique features of multi-play and teamplay, and notions of gameplay help us to map out the basic spatial properties of the game environment and its staging of player strategies and tactical choice. The key concept in the principles of spatiality in level design advanced here is the socalled collision point; the location that marks the clash of players and hence by the set of relevant tactical choices to be made by the teams.To demonstrate the empirical basis and possible application in practical level design, the paper provides an analysis of a design and a re-design of a Counter-Strike map (de_type). These experiments demonstrate the pros and cons of various design solutions and point at the basic spatial principles referred to above.The paper affirms that it does make sense to regard level design as tool for controlling the gameplay and the game's progression. Also it affirms that it is possible by means of a critical and systematical approach to distinguish between good and bad level-design. Thus a set of heuristics is suggested as a set of guidelines that could lead to better level-design for practitioners.