In this work, a method for proving copyright ownershipis presented that is based on Zero Knowledge Interactive Proof (ZKIP) protocols for computationally intractable problems. The utilized problem is the 3-coloring pr...
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In this work, a method for proving copyright ownershipis presented that is based on Zero Knowledge Interactive Proof (ZKIP) protocols for computationally intractable problems. The utilized problem is the 3-coloring problem, which consists in assigning one of three available colors to the vertices of a graph so that no two adjacent vertices have the same color. Using the presumed computational intractability of this problem, the construction of large signatures is proposed so that they represent adjacency matrices of random, 3-colorable graphs. Since itis easy to construct large graphs with a prescribed 3-coloring of their vertices whereas it is difficult to discover such a 3-coloring, the owner of a copyrighted digital piece of work (e.g. image, audio, video) may easily generate a random 3-colorablegraph, embed it in the digital object and then use the knowledge of the 3-coloring in debates over the object’s ownership. Due to the intractability of the 3-coloring problem, only the owner is able to produce it sufficiently fast in an ownershipchallenge so as to convince a third party that the graph was indeed embedded in the object by herself/himself. Since graphs with maximum possible resistance to well-known coloring algorithms is required, we exploit some relatively recent experimental and theoretical findings suggesting that hard 3-coloringinstances are found among graphs having a vertices to edges ratio around a specific threshold value. The proposed scheme has the additional advantage that disclosing the signature is of no consequences since it is essentially the knowledge of a characteristic of the signature, i.e. the 3-coloring of the graph it represents, that enables one to use it as proof of ownership of some digital object that contains it. Even if someone managed to locateand extract the signature, to use it would require a fast solution to a computationally intractable problem on some hard instance. Our proposal represents a shift from signatures that are
Video-on-demand systems will be the video rental shops of the future. One of the great challenges in the VoD domain is optimizing the cost/performance ratio of the designed system. We present a clustered, high perform...
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In this paper we study the problem of basic communication in ad-hoc mobile networks where the deployment area changes in a highly dynamic way and is unknown. We call such networks highly changing ad-hoc mobile network...
Future cellular mobile networks will be limited by the number of channels available in each cell. On the other hand, new broadband applications like video telephony will demand tight quality of service guarantees that...
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The use of neural networks trained by a new hybrid algorithm is employed on forecasting the Greek Foreign Exchange-Rate Market. Four major currencies, namely the U. S. Dollar (USD), the Deutsche Mark (DEM), the French...
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The theoretical performance of CSMA/CA, as it is used in IEEE 802.11 wireless LANs, is investigated in this paper. We adopt and modify a previously presented analytical approach for CSMA/CA protocols in wireless LANs ...
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The theoretical performance of CSMA/CA, as it is used in IEEE 802.11 wireless LANs, is investigated in this paper. We adopt and modify a previously presented analytical approach for CSMA/CA protocols in wireless LANs with a finite number of stations and find closed-form equations for throughput and delay. The presented numerical results highlight the characteristics of both CSMA/CA methods and define how their performance depends on the number of stations and on traffic conditions.
Arithmetic function modules which are available in many circuits can be utilized to generate test patterns and compact test responses. Recently, it was shown that an adder or an accumulator cannot be used as a bit ser...
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Arithmetic function modules which are available in many circuits can be utilized to generate test patterns and compact test responses. Recently, it was shown that an adder or an accumulator cannot be used as a bit serial test pattern generator due to the poor random properties of the generated sequences. Thus, accumulator-multiplier or adder-multiplier structures have been proposed In this paper we show that an accumulator behaving, in test mode, as a non-linear feedback shift register (NLFSR) can be used efficiently for bit serial test pattern generation. A hardware as well as a software implementation of the proposed scheme is given The efficiency of the proposed scheme is verified by comparing it against LFSR and other arithmetic function based bit serial test pattern generators.
Reinforcement learning is considered as one of the most suitable and prominent methods for solving game problems due to its capability to discover good strategies by extended se self-training and limited initial knowl...
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Reinforcement learning is considered as one of the most suitable and prominent methods for solving game problems due to its capability to discover good strategies by extended se self-training and limited initial knowledge. In this paper we elaborate on using reinforcement learning for verifying game designs and playing strategies. Specifically, we examine a new strategy game that has been trained on self-playing games and analyze the game performance after human interaction. We demonstrate, through selected game instances, the impact of human interference to the learning process, and eventually the game design.
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