The document discusses various methodologies for networking research, including measurement, experimentation, analysis, simulation, and their relationships. It notes that while measurement and experimentation deal with the real world, analysis and simulation use abstract models. Simulation is highlighted as particularly challenging for networking research due to the heterogeneous, huge scale, and constantly changing nature of the Internet.
Para crear una cuenta en YouTube, debes ingresar tu correo electrónico, nombre de usuario, información personal y número de teléfono para verificar la cuenta. Luego confirma tu correo electrónico haciendo clic en el enlace que te envían para completar el proceso de registro.
The document contains a collection of advertisements from a church in Singapore intended to get people's attention about God and faith. The ads use casual language and humor to convey messages such as not drinking and driving, appreciating God's creation, attending church on Sundays, and trusting in God. The overall tone is lighthearted and aims to start conversations about faith.
The document discusses models for generating internet topologies and summarizes research on characterizing real internet topologies. It describes modeling the internet as a graph at the router-level and AS-level. Random graph models like Waxman's method are discussed but do not capture the structure of the real internet. The transit-stub model generates hierarchical graphs but may not accurately reflect reality. Research by Faloutsos brothers found power-law relationships in measured internet topologies from 1997-1998, with a heavy-tailed degree distribution and number of node pairs within hops growing logarithmically. Later work found these properties still held. The document questions whether generated topologies exhibit these properties and how to generate topologies that follow power laws.
Para crear una cuenta en YouTube, debes ingresar tu correo electrónico, nombre de usuario, información personal y número de teléfono para verificar la cuenta. Luego confirma tu correo electrónico haciendo clic en el enlace que te envían para completar el proceso de registro.
The document contains a collection of advertisements from a church in Singapore intended to get people's attention about God and faith. The ads use casual language and humor to convey messages such as not drinking and driving, appreciating God's creation, attending church on Sundays, and trusting in God. The overall tone is lighthearted and aims to start conversations about faith.
The document discusses models for generating internet topologies and summarizes research on characterizing real internet topologies. It describes modeling the internet as a graph at the router-level and AS-level. Random graph models like Waxman's method are discussed but do not capture the structure of the real internet. The transit-stub model generates hierarchical graphs but may not accurately reflect reality. Research by Faloutsos brothers found power-law relationships in measured internet topologies from 1997-1998, with a heavy-tailed degree distribution and number of node pairs within hops growing logarithmically. Later work found these properties still held. The document questions whether generated topologies exhibit these properties and how to generate topologies that follow power laws.
The document discusses the challenges of simulating computer networks like the Internet. It notes that the Internet is heterogeneous with different end devices, links, transport protocols, and applications. It is also huge with hundreds of millions of hosts. Additionally, it is constantly changing. This makes it difficult to determine the appropriate topology, protocols, applications and level of congestion to model in a simulation. The document also discusses approaches for validating simulations, such as looking for invariant properties, exploring a wide range of parameter values, using real traffic traces, and publishing simulation scripts for others to verify.
This document appears to be a slide presentation about open source software. It discusses the history of open source including quotes from Richard Stallman about sharing software and Tim Berners-Lee about keeping the web open. It also mentions Linus Torvalds' initial post about developing a free operating system. The presentation then covers topics like interoperability, economics of open versus proprietary standards, and a vision for the future where people freely share and the money is made from open infrastructure.
CS5229 09/10 Lecture 9: Internet Packet DynamicsWei Tsang Ooi
This document summarizes Vern Paxson's 1997/1999 paper "End-to-End Internet Packet Dynamics". The paper studied packet reordering, loss, and bottleneck bandwidth on the Internet through analyzing packet traces collected in 1994 and 1995. It found significant levels of packet reordering due to route changes. Packet loss rates were around 2-5% but most connections experienced no loss. The paper introduced new techniques to measure bottleneck bandwidth and addressed challenges in accurate measurement.
Future Internet Visions: An Opportunity for IrelandMícheál Ó Foghlú
A discussion of European Union Future Internet R&D funding and the TSSG\'s (a research centre in Waterford Institute of Technology, Ireland) engagement in these programmes to date, and future opportunities for Irish academia and industry. Presented at the Future Internet Event (http://www.future-internet.ie) Dublin, Wed 29th October 2008.
The document discusses structural health monitoring (SHM) of bridges. It covers motivation for bridge monitoring including improving reliability and maintenance planning. Typical monitoring systems involve sensors to measure vibrations, strains or other parameters. Case studies are presented of bridge monitoring projects including using the data to identify damage or changes over time. Challenges in long-term monitoring for the life of bridges are also discussed.
The document proposes a method called WebIBC that brings public key cryptography to web browsers through identity-based cryptography, without requiring browser plugins. It discusses challenges around private/public key handling in browsers with limited capabilities. WebIBC addresses this by having a private key generator create a private matrix of random elliptic curve private keys and the corresponding public matrix, allowing a user's public key to be derived from their identity like an email address. This allows encryption and signatures directly in JavaScript without private key access.
CS5229 Lecture 1: Design Principles of the InternetWei Tsang Ooi
David D. Clark's 1988 paper outlines the design philosophy of the early ARPANET network protocols. It describes how the ARPANET was designed to survive a nuclear war by using multiple redundant paths between hosts and dividing messages into blocks that could be forwarded independently through store-and-forward switching. The goal was to create a communications network that was robust and could continue operating even if parts of the network failed.
CS5229 Lecture 1: Introduction to CS5229Wei Tsang Ooi
This document outlines a course on advanced computer networks. It discusses that the course will cover fundamental principles and techniques of computer networking through reading classic and influential papers. It notes that students are expected to be mature, independent, and resourceful, and that learning is more important than grades. The document also states that students should not ask if they need to memorize content, and emphasizes the importance of academic honesty with no copying allowed.
Andrei Khurshudov gave a presentation on solid state drives (SSDs) at the Symposium on Magnetic Storage Tribology and Reliability in Miami, Florida on October 20, 2008. In the presentation, he discussed SSD technology trends, challenges relating to reliability over the life of SSDs, and the need for standardization of SSD reliability testing methods. He noted that while SSDs offer benefits over hard disk drives like improved performance and lower power consumption, challenges remain regarding cost, reliability over the lifetime of the product, and write performance.
The document discusses OMG model transformation standards being implemented in Eclipse, including QVT Relations and MTL. It describes Obeo's work on these projects, challenges around standardization and interoperability, and ambiguities in the OMG specifications being addressed.
1) 7 processes will be created as each fork() call duplicates the current process. With 3 iterations of fork(), 2^3 = 8 processes are created.
2) The output of Line A will be "PARENT: value = 5" as the child process increments its copy of value to 20 but the parent's value is unchanged.
3) Two ways to avoid duplicating the core image during fork() only to overwrite it during execve() are: 1) Call execve() directly in the parent without forking. 2) Use vfork() instead of fork() which does not duplicate the memory space until execve() is called.
The document discusses the computer science behind video streaming and sharing platforms. It addresses challenges like efficiently uploading, downloading, storing, and serving huge amounts of video content to millions of viewers worldwide. It also covers techniques for video compression, distributed systems, content analysis, recommendations, and database management that are used to optimize these systems.
CS4344 09/10 Lecture 10: Transport Protocol for Networked GamesWei Tsang Ooi
The document discusses transport protocols for networked games and compares TCP and UDP. While TCP provides reliable delivery, it has higher latency than UDP. UDP has lower overhead but is unreliable. The document examines why certain popular games use TCP or UDP and outlines strategies to make TCP perform better for games, such as reducing delays, retransmitting bundles of data, and combining thin streams. It suggests the Stream Control Transmission Protocol (SCTP) as a potentially ideal transport for games since it allows flexibility in reliability and ordering of messages.
CS4344 09/10 Lecture 9: Characteristics of Networked Game TrafficWei Tsang Ooi
The document discusses the characteristics of network traffic generated by online games. Some key points are:
1) Counter-Strike was found to be the 3rd largest source of UDP packets in 2002, generating small, periodic packets between clients and servers.
2) Analysis of packet traces from a Counter-Strike server showed an average bandwidth of 542kbps outgoing and 341kbps incoming, with most packets around 23-27 bytes.
3) Online games typically generate small, periodic packets between clients and servers that exhibit predictable communication patterns and temporal and spatial locality.
The document discusses different architectures for multiplayer online games, including fully centralized, fully decentralized, and hybrid architectures. It describes several hybrid architectures such as peer-to-peer with a central arbiter, mirrored servers, zoned servers, and supporting seamless game worlds. Generic gaming proxies are also introduced that can provide specialized services like timestamping and message ordering to prevent cheating.
The document discusses interest management techniques for peer-to-peer architectures without global information. It introduces frontier sets, which are based on cell-based visibility to reduce unnecessary location updates. Frontier sets for two peers consist of cells visible to one but not the other. The document proves this is a valid approach and evaluates its performance savings compared to naive updating of all peers. It also covers Voronoi overlay networks, which define areas of interest to dynamically determine relevant neighbors to exchange updates with.
The document discusses point-to-point network architectures for multiplayer online games, including using bucket synchronization to order events across clients, detecting various types of cheating behaviors like look-ahead cheating, and lock-step and pipelined lock-step protocols to prevent cheating while maintaining consistency between clients. It analyzes tradeoffs between latency, consistency and scalability in different synchronization approaches.
1. The document discusses various techniques for interest management in distributed virtual environments, including relevance filtering, aura/area-of-interest, and distance-based, cell-based, and visibility-based interest management.
2. It describes how to compute cell-to-cell visibility by modeling it as a problem of finding a separating line between linearly separable point sets, and how to break cells into smaller cells if occlusion does not align with cell boundaries.
3. The document presents a generalized interest management approach where subscriptions can be based on any attributes and overlap testing can be done by first sorting attribute values and then scanning to find overlapping regions.
CS4344 09/10 Lecture 3: Dead Reckoning and Local Perception FilterWei Tsang Ooi
The document discusses techniques for predicting the state of objects in multiplayer online games to reduce network traffic and latency, including dead reckoning using velocity and acceleration to predict positions, and a local perception filter that converges a player's view of an object to the server's actual position when the error exceeds a threshold. It notes challenges involving space and time inconsistencies and setting an appropriate error threshold.
1) The document discusses client-server architecture for multiplayer online games and the tradeoffs between consistency and responsiveness when synchronizing game states across clients.
2) User studies with games like Quake III Arena and Unreal Tournament found that latency below 100ms had little effect on gameplay but latency over 200ms started to become annoying to players.
3) Different types of games, like real-time strategy games, can tolerate higher latency than first-person shooter games due to differences in required reaction time. Maintaining consistency is more important than maximizing responsiveness depending on the game.
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The document discusses the challenges of simulating computer networks like the Internet. It notes that the Internet is heterogeneous with different end devices, links, transport protocols, and applications. It is also huge with hundreds of millions of hosts. Additionally, it is constantly changing. This makes it difficult to determine the appropriate topology, protocols, applications and level of congestion to model in a simulation. The document also discusses approaches for validating simulations, such as looking for invariant properties, exploring a wide range of parameter values, using real traffic traces, and publishing simulation scripts for others to verify.
This document appears to be a slide presentation about open source software. It discusses the history of open source including quotes from Richard Stallman about sharing software and Tim Berners-Lee about keeping the web open. It also mentions Linus Torvalds' initial post about developing a free operating system. The presentation then covers topics like interoperability, economics of open versus proprietary standards, and a vision for the future where people freely share and the money is made from open infrastructure.
CS5229 09/10 Lecture 9: Internet Packet DynamicsWei Tsang Ooi
This document summarizes Vern Paxson's 1997/1999 paper "End-to-End Internet Packet Dynamics". The paper studied packet reordering, loss, and bottleneck bandwidth on the Internet through analyzing packet traces collected in 1994 and 1995. It found significant levels of packet reordering due to route changes. Packet loss rates were around 2-5% but most connections experienced no loss. The paper introduced new techniques to measure bottleneck bandwidth and addressed challenges in accurate measurement.
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A discussion of European Union Future Internet R&D funding and the TSSG\'s (a research centre in Waterford Institute of Technology, Ireland) engagement in these programmes to date, and future opportunities for Irish academia and industry. Presented at the Future Internet Event (http://www.future-internet.ie) Dublin, Wed 29th October 2008.
The document discusses structural health monitoring (SHM) of bridges. It covers motivation for bridge monitoring including improving reliability and maintenance planning. Typical monitoring systems involve sensors to measure vibrations, strains or other parameters. Case studies are presented of bridge monitoring projects including using the data to identify damage or changes over time. Challenges in long-term monitoring for the life of bridges are also discussed.
The document proposes a method called WebIBC that brings public key cryptography to web browsers through identity-based cryptography, without requiring browser plugins. It discusses challenges around private/public key handling in browsers with limited capabilities. WebIBC addresses this by having a private key generator create a private matrix of random elliptic curve private keys and the corresponding public matrix, allowing a user's public key to be derived from their identity like an email address. This allows encryption and signatures directly in JavaScript without private key access.
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David D. Clark's 1988 paper outlines the design philosophy of the early ARPANET network protocols. It describes how the ARPANET was designed to survive a nuclear war by using multiple redundant paths between hosts and dividing messages into blocks that could be forwarded independently through store-and-forward switching. The goal was to create a communications network that was robust and could continue operating even if parts of the network failed.
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This document outlines a course on advanced computer networks. It discusses that the course will cover fundamental principles and techniques of computer networking through reading classic and influential papers. It notes that students are expected to be mature, independent, and resourceful, and that learning is more important than grades. The document also states that students should not ask if they need to memorize content, and emphasizes the importance of academic honesty with no copying allowed.
Andrei Khurshudov gave a presentation on solid state drives (SSDs) at the Symposium on Magnetic Storage Tribology and Reliability in Miami, Florida on October 20, 2008. In the presentation, he discussed SSD technology trends, challenges relating to reliability over the life of SSDs, and the need for standardization of SSD reliability testing methods. He noted that while SSDs offer benefits over hard disk drives like improved performance and lower power consumption, challenges remain regarding cost, reliability over the lifetime of the product, and write performance.
The document discusses OMG model transformation standards being implemented in Eclipse, including QVT Relations and MTL. It describes Obeo's work on these projects, challenges around standardization and interoperability, and ambiguities in the OMG specifications being addressed.
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1) 7 processes will be created as each fork() call duplicates the current process. With 3 iterations of fork(), 2^3 = 8 processes are created.
2) The output of Line A will be "PARENT: value = 5" as the child process increments its copy of value to 20 but the parent's value is unchanged.
3) Two ways to avoid duplicating the core image during fork() only to overwrite it during execve() are: 1) Call execve() directly in the parent without forking. 2) Use vfork() instead of fork() which does not duplicate the memory space until execve() is called.
The document discusses the computer science behind video streaming and sharing platforms. It addresses challenges like efficiently uploading, downloading, storing, and serving huge amounts of video content to millions of viewers worldwide. It also covers techniques for video compression, distributed systems, content analysis, recommendations, and database management that are used to optimize these systems.
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The document discusses transport protocols for networked games and compares TCP and UDP. While TCP provides reliable delivery, it has higher latency than UDP. UDP has lower overhead but is unreliable. The document examines why certain popular games use TCP or UDP and outlines strategies to make TCP perform better for games, such as reducing delays, retransmitting bundles of data, and combining thin streams. It suggests the Stream Control Transmission Protocol (SCTP) as a potentially ideal transport for games since it allows flexibility in reliability and ordering of messages.
CS4344 09/10 Lecture 9: Characteristics of Networked Game TrafficWei Tsang Ooi
The document discusses the characteristics of network traffic generated by online games. Some key points are:
1) Counter-Strike was found to be the 3rd largest source of UDP packets in 2002, generating small, periodic packets between clients and servers.
2) Analysis of packet traces from a Counter-Strike server showed an average bandwidth of 542kbps outgoing and 341kbps incoming, with most packets around 23-27 bytes.
3) Online games typically generate small, periodic packets between clients and servers that exhibit predictable communication patterns and temporal and spatial locality.
The document discusses different architectures for multiplayer online games, including fully centralized, fully decentralized, and hybrid architectures. It describes several hybrid architectures such as peer-to-peer with a central arbiter, mirrored servers, zoned servers, and supporting seamless game worlds. Generic gaming proxies are also introduced that can provide specialized services like timestamping and message ordering to prevent cheating.
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The document discusses point-to-point network architectures for multiplayer online games, including using bucket synchronization to order events across clients, detecting various types of cheating behaviors like look-ahead cheating, and lock-step and pipelined lock-step protocols to prevent cheating while maintaining consistency between clients. It analyzes tradeoffs between latency, consistency and scalability in different synchronization approaches.
1. The document discusses various techniques for interest management in distributed virtual environments, including relevance filtering, aura/area-of-interest, and distance-based, cell-based, and visibility-based interest management.
2. It describes how to compute cell-to-cell visibility by modeling it as a problem of finding a separating line between linearly separable point sets, and how to break cells into smaller cells if occlusion does not align with cell boundaries.
3. The document presents a generalized interest management approach where subscriptions can be based on any attributes and overlap testing can be done by first sorting attribute values and then scanning to find overlapping regions.
CS4344 09/10 Lecture 3: Dead Reckoning and Local Perception FilterWei Tsang Ooi
The document discusses techniques for predicting the state of objects in multiplayer online games to reduce network traffic and latency, including dead reckoning using velocity and acceleration to predict positions, and a local perception filter that converges a player's view of an object to the server's actual position when the error exceeds a threshold. It notes challenges involving space and time inconsistencies and setting an appropriate error threshold.
1) The document discusses client-server architecture for multiplayer online games and the tradeoffs between consistency and responsiveness when synchronizing game states across clients.
2) User studies with games like Quake III Arena and Unreal Tournament found that latency below 100ms had little effect on gameplay but latency over 200ms started to become annoying to players.
3) Different types of games, like real-time strategy games, can tolerate higher latency than first-person shooter games due to differences in required reaction time. Maintaining consistency is more important than maximizing responsiveness depending on the game.
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You’ll leave this webinar with a better understanding of how to maximize the potential of automations by making use of attributes & automation parameters, with the ultimate goal of setting your enterprise integration workflows up on autopilot.
Driving Business Innovation: Latest Generative AI Advancements & Success StorySafe Software
Are you ready to revolutionize how you handle data? Join us for a webinar where we’ll bring you up to speed with the latest advancements in Generative AI technology and discover how leveraging FME with tools from giants like Google Gemini, Amazon, and Microsoft OpenAI can supercharge your workflow efficiency.
During the hour, we’ll take you through:
Guest Speaker Segment with Hannah Barrington: Dive into the world of dynamic real estate marketing with Hannah, the Marketing Manager at Workspace Group. Hear firsthand how their team generates engaging descriptions for thousands of office units by integrating diverse data sources—from PDF floorplans to web pages—using FME transformers, like OpenAIVisionConnector and AnthropicVisionConnector. This use case will show you how GenAI can streamline content creation for marketing across the board.
Ollama Use Case: Learn how Scenario Specialist Dmitri Bagh has utilized Ollama within FME to input data, create custom models, and enhance security protocols. This segment will include demos to illustrate the full capabilities of FME in AI-driven processes.
Custom AI Models: Discover how to leverage FME to build personalized AI models using your data. Whether it’s populating a model with local data for added security or integrating public AI tools, find out how FME facilitates a versatile and secure approach to AI.
We’ll wrap up with a live Q&A session where you can engage with our experts on your specific use cases, and learn more about optimizing your data workflows with AI.
This webinar is ideal for professionals seeking to harness the power of AI within their data management systems while ensuring high levels of customization and security. Whether you're a novice or an expert, gain actionable insights and strategies to elevate your data processes. Join us to see how FME and AI can revolutionize how you work with data!
zkStudyClub - LatticeFold: A Lattice-based Folding Scheme and its Application...Alex Pruden
Folding is a recent technique for building efficient recursive SNARKs. Several elegant folding protocols have been proposed, such as Nova, Supernova, Hypernova, Protostar, and others. However, all of them rely on an additively homomorphic commitment scheme based on discrete log, and are therefore not post-quantum secure. In this work we present LatticeFold, the first lattice-based folding protocol based on the Module SIS problem. This folding protocol naturally leads to an efficient recursive lattice-based SNARK and an efficient PCD scheme. LatticeFold supports folding low-degree relations, such as R1CS, as well as high-degree relations, such as CCS. The key challenge is to construct a secure folding protocol that works with the Ajtai commitment scheme. The difficulty, is ensuring that extracted witnesses are low norm through many rounds of folding. We present a novel technique using the sumcheck protocol to ensure that extracted witnesses are always low norm no matter how many rounds of folding are used. Our evaluation of the final proof system suggests that it is as performant as Hypernova, while providing post-quantum security.
Paper Link: https://eprint.iacr.org/2024/257
5th LF Energy Power Grid Model Meet-up SlidesDanBrown980551
5th Power Grid Model Meet-up
It is with great pleasure that we extend to you an invitation to the 5th Power Grid Model Meet-up, scheduled for 6th June 2024. This event will adopt a hybrid format, allowing participants to join us either through an online Mircosoft Teams session or in person at TU/e located at Den Dolech 2, Eindhoven, Netherlands. The meet-up will be hosted by Eindhoven University of Technology (TU/e), a research university specializing in engineering science & technology.
Power Grid Model
The global energy transition is placing new and unprecedented demands on Distribution System Operators (DSOs). Alongside upgrades to grid capacity, processes such as digitization, capacity optimization, and congestion management are becoming vital for delivering reliable services.
Power Grid Model is an open source project from Linux Foundation Energy and provides a calculation engine that is increasingly essential for DSOs. It offers a standards-based foundation enabling real-time power systems analysis, simulations of electrical power grids, and sophisticated what-if analysis. In addition, it enables in-depth studies and analysis of the electrical power grid’s behavior and performance. This comprehensive model incorporates essential factors such as power generation capacity, electrical losses, voltage levels, power flows, and system stability.
Power Grid Model is currently being applied in a wide variety of use cases, including grid planning, expansion, reliability, and congestion studies. It can also help in analyzing the impact of renewable energy integration, assessing the effects of disturbances or faults, and developing strategies for grid control and optimization.
What to expect
For the upcoming meetup we are organizing, we have an exciting lineup of activities planned:
-Insightful presentations covering two practical applications of the Power Grid Model.
-An update on the latest advancements in Power Grid -Model technology during the first and second quarters of 2024.
-An interactive brainstorming session to discuss and propose new feature requests.
-An opportunity to connect with fellow Power Grid Model enthusiasts and users.
"Choosing proper type of scaling", Olena SyrotaFwdays
Imagine an IoT processing system that is already quite mature and production-ready and for which client coverage is growing and scaling and performance aspects are life and death questions. The system has Redis, MongoDB, and stream processing based on ksqldb. In this talk, firstly, we will analyze scaling approaches and then select the proper ones for our system.
Connector Corner: Seamlessly power UiPath Apps, GenAI with prebuilt connectorsDianaGray10
Join us to learn how UiPath Apps can directly and easily interact with prebuilt connectors via Integration Service--including Salesforce, ServiceNow, Open GenAI, and more.
The best part is you can achieve this without building a custom workflow! Say goodbye to the hassle of using separate automations to call APIs. By seamlessly integrating within App Studio, you can now easily streamline your workflow, while gaining direct access to our Connector Catalog of popular applications.
We’ll discuss and demo the benefits of UiPath Apps and connectors including:
Creating a compelling user experience for any software, without the limitations of APIs.
Accelerating the app creation process, saving time and effort
Enjoying high-performance CRUD (create, read, update, delete) operations, for
seamless data management.
Speakers:
Russell Alfeche, Technology Leader, RPA at qBotic and UiPath MVP
Charlie Greenberg, host
[OReilly Superstream] Occupy the Space: A grassroots guide to engineering (an...Jason Yip
The typical problem in product engineering is not bad strategy, so much as “no strategy”. This leads to confusion, lack of motivation, and incoherent action. The next time you look for a strategy and find an empty space, instead of waiting for it to be filled, I will show you how to fill it in yourself. If you’re wrong, it forces a correction. If you’re right, it helps create focus. I’ll share how I’ve approached this in the past, both what works and lessons for what didn’t work so well.
Conversational agents, or chatbots, are increasingly used to access all sorts of services using natural language. While open-domain chatbots - like ChatGPT - can converse on any topic, task-oriented chatbots - the focus of this paper - are designed for specific tasks, like booking a flight, obtaining customer support, or setting an appointment. Like any other software, task-oriented chatbots need to be properly tested, usually by defining and executing test scenarios (i.e., sequences of user-chatbot interactions). However, there is currently a lack of methods to quantify the completeness and strength of such test scenarios, which can lead to low-quality tests, and hence to buggy chatbots.
To fill this gap, we propose adapting mutation testing (MuT) for task-oriented chatbots. To this end, we introduce a set of mutation operators that emulate faults in chatbot designs, an architecture that enables MuT on chatbots built using heterogeneous technologies, and a practical realisation as an Eclipse plugin. Moreover, we evaluate the applicability, effectiveness and efficiency of our approach on open-source chatbots, with promising results.
Skybuffer SAM4U tool for SAP license adoptionTatiana Kojar
Manage and optimize your license adoption and consumption with SAM4U, an SAP free customer software asset management tool.
SAM4U, an SAP complimentary software asset management tool for customers, delivers a detailed and well-structured overview of license inventory and usage with a user-friendly interface. We offer a hosted, cost-effective, and performance-optimized SAM4U setup in the Skybuffer Cloud environment. You retain ownership of the system and data, while we manage the ABAP 7.58 infrastructure, ensuring fixed Total Cost of Ownership (TCO) and exceptional services through the SAP Fiori interface.
1. Methodologies for
Networking Research
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2. Measurementquot;
V. Paxson. quot;End-to-end Internet packet dynamics,”quot;
J. Padhye, V. Firoiu, D. Towesley, and J. Kurose quot;Modeling
TCP Throughput: A Simple Model and its Empirical
Validation,”
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3. “Reality Check”
Are our assumptions reasonable? Is our
mathematical model a good estimation of the real
world?
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4. e.g., from Paxson’s studyquot;
1. packet losses are busrtyquot;
2. OTT != RTT/2
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7. Experimentationquot;
e.g., V. Jacobson. “Congestion Control and Avoidancequot;
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8. Deal with implementation
issues
Sometimes unforeseen complexities (e.g. own research
experience in Unreliable TCP)
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9. Understand the Behavior
of Systems
Some systems are too complex to understand with
“thought experiments” alone.
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12. Analysisquot;
D. Chiu and R. Jain, quot;Analysis of the increase and decrease
algorithms for congestion avoidance in computer
networks,”quot;
J. Padhye, V. Firoiu, D. Towesley, and J. Kurose quot;Modeling
TCP Throughput: A Simple Model and its Empirical
Validation,”
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13. Explore with Complete
Control
We can understand the basic forces that affect the
system. e.g. TCP throughput is inversely propotional
to √p
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14. Simplify complex systemsquot;
If too simplified, important behavior could be missed
(TCP throughput without timeout)
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15. Simulationquot;
K. Fall and S. Floyd, quot;Simulation-based comparison of
Tahoe, Reno, and SACK TCP,quot;quot;
S. Floyd, K. Fall, quot;Promoting the Use of End-to-End
Congestion Control in the Internet,”quot;
S. Floyd, V. Jacobson, quot;Random Early Detection
Gateways for Congestion Avoidance,quot;
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16. Check Correctness of
Analysisquot;
If simulation uses the same assumptions/model as the
analysis, this simply verifies the correctness of the
mathematical derivations.
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17. Check Correctness of
Analysisquot;
Simulation can relax some assumptions, use more
complex models, etc. to test the limits of analysis.
(Real measurement/experiments still needed to check
the usefulness of analysis results)
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18. Explore Complex Systemsquot;
Some systems are too difficult/impossible to analyzed
e.g. Internet
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28. 2.!
Internet is huge
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29. 570,937,778
Number of Hosts as of July 2008
http://www.isc.org/index.pl?/ops/ds/host-count-history.php
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30. 3.!
Internet is changing
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32. 17 October 2008
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http://www.dtc.umn.edu/mints/
33. Median File Transfer
Time
Size
March 1998
10.9 kB
December 1998
5.6 kB
December 1999
10.9 kB
June 2000
62 kB
November 2000
10 kB
Measurement at LBNL: Statistical property
of Internet changes as well.
34. Why is Internet hard to
simulate?quot;
1. Heterogeneous quot;
2. Huge quot;
3. Changing
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35. Suppose you come up
with the greatest
BitTorrent
improvement ever..
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36. You want to simulate it
to make sure it works
before you release it
(and call the press)
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37. What Internet topology
should you use in your
simulation?
How end hosts are connected? What are the
properties of the links?
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38. Topology changes constantlyquot;
Companies keep info secretsquot;
Routes may changequot;
Routes may be asymmetric
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39. You will need to simulate over
a wide range of connectivity
and link properties
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40. Suppose you come up
with the greatest TCP
optimization ever..
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41. You want to know if it
is fair to existing TCP
versions before you
write your SIGCOMM
paper..
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42. Which TCP version to
use?
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43. Using “fingerprinting”,
831 different TCP
implementations and
versions are identified.
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44. Which to use? Which
to ignore?
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45. What applications to run?
What type of traffic to
generate?quot;
Telnet? FTP? Web? BitTorrent?
Skype?
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46. How congested should
the network be?
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47. How congested should
the network be?
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48. Example from Sally Floyd:
RED vs DropTail
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72. 5. Heavy Tail
Distributions
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73. Self-Similarity in World Wide Web Traffic: Evidence and
Possible Causes, by Mark E. Crovella and Azer Bestavros
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74. 1. Looking for
Invariants
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75. 2. Explore
Parameter Space
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