Intelligent blockchain is an emerging field that integrates Artificial Intelligence(AI)techniques with blockchain networks,with a particular emphasis on improving the performance of blockchain,especially in cryptocurr...Intelligent blockchain is an emerging field that integrates Artificial Intelligence(AI)techniques with blockchain networks,with a particular emphasis on improving the performance of blockchain,especially in cryptocurrencies exchanges.Meanwhile,arbitrage bots are widely deployed and increasing in intelligent blockchain.These bots exploit the characteristics of cryptocurrencies exchanges to engage in frontrunning,generating substantial profits at the expense of ordinary users.In this paper,we address this issue by proposing a more efficient asynchronous Byzantine ordered consensus protocol,which can be used to prevent arbitrage bots from changing the order of the transactions for profits in intelligent blockchain-based cryptocurrencies.Specifically,we present two signal asynchronous common subset protocols,the more optimal one with only constant time complexity.We implement both our protocol and the optimal existing solution Chronos with Go language in the same environment.The experiment results indicate that our protocols achieve a threefold improvement over Chronos in consensus latency and nearly a tenfold increase in throughput.展开更多
In modern computer games, "bots" - intelligent realistic agents play a prominent role in the popularity of a game in the market. Typically, bots are modeled using finite-state machine and then programmed via simple ...In modern computer games, "bots" - intelligent realistic agents play a prominent role in the popularity of a game in the market. Typically, bots are modeled using finite-state machine and then programmed via simple conditional statements which are hard-coded in bots logic. Since these bots have become quite predictable to an experienced games' player, a player might lose interest in the game. We propose the use of a game theoretic based learning rule called fictitious play for improving behavior of these computer game bots which will make them less predictable and hence, more a enjoyable game.展开更多
Opinion dynamics models based on the multi-agent method commonly assume that interactions between individuals in a social network result in changes in their opinions.However,formation of public opinion in a social net...Opinion dynamics models based on the multi-agent method commonly assume that interactions between individuals in a social network result in changes in their opinions.However,formation of public opinion in a social network is a macroscopic statistical result of opinions of all expressive individuals(corresponding to silent individuals).Therefore,public opinion can be manipulated not only by changing individuals'opinions,but also by changing their states of expression(or silence)which can be interpreted as the phenomenon"spiral of silence"in social psychology.Based on this theory,we establish a"dual opinion climate"model,involving social bots and mass media through a multi-agent method,to describe mechanism for manipulation of public opinion in social networks.We find that both social bots(as local variables)and mass media(as a global variable)can interfere with the formation of public opinion,cause a significant superposition effect when they act in the same direction,and inhibit each other when they act in opposite directions.展开更多
Video games have been around for several decades and have had many advancements from the original start of video games. Video games started as virtual games that were advertised towards children, and these virtual gam...Video games have been around for several decades and have had many advancements from the original start of video games. Video games started as virtual games that were advertised towards children, and these virtual games created a virtual reality of a variety of genres. These genres included sports games, such as tennis, football, baseball, war games, fantasy, puzzles, etc. The start of these games was derived from a sports genre and now has a popularity in multiplayer-online-shooting games. The purpose of this paper is to investigate different types of tools available for cheating in virtual world making players have undue advantage over other players in a competition. With the advancement in technology, these video games have become more expanded in the development aspects of gaming. Video game developers have created long lines of codes to create a new look of video games. As video games have progressed, the coding, bugs, bots, and errors of video games have changed throughout the years. The coding of video games has branched out from the original video games, which have given many benefits to this virtual world, while simultaneously creating more problems such as bots. Analysis of tools available for cheating in a game has disadvantaged normal gamer in a fair contest.展开更多
This paper takes Chinese red culture resources as its research subject and focuses on evaluating the Chinese-English translation quality of three major AI platforms:ChatGPT-4.0,ERNIE Bot,and DeepSeek.Through automatic...This paper takes Chinese red culture resources as its research subject and focuses on evaluating the Chinese-English translation quality of three major AI platforms:ChatGPT-4.0,ERNIE Bot,and DeepSeek.Through automatic quantitative evaluation,it systematically analyzes their performance in translating red culture texts.The study selects a diverse range of corpora,including historical documents,red classic texts,and culturally loaded terms.Three automatic evaluation metrics—GLEU,METEOR,and COMET—are employed for a comprehensive assessment.展开更多
基金supported by the National Key R&D Program of China under Grant(2022YFB2702702)in part by the National Natural Science Foundation of China under Grants(62372020,72031001)+1 种基金in part by the Beijing Natural Science Foundation under Grants(L222050)in part by the Fundamental Research Funds for the Central Universities under Grant(YWF-23-L-1032).
文摘Intelligent blockchain is an emerging field that integrates Artificial Intelligence(AI)techniques with blockchain networks,with a particular emphasis on improving the performance of blockchain,especially in cryptocurrencies exchanges.Meanwhile,arbitrage bots are widely deployed and increasing in intelligent blockchain.These bots exploit the characteristics of cryptocurrencies exchanges to engage in frontrunning,generating substantial profits at the expense of ordinary users.In this paper,we address this issue by proposing a more efficient asynchronous Byzantine ordered consensus protocol,which can be used to prevent arbitrage bots from changing the order of the transactions for profits in intelligent blockchain-based cryptocurrencies.Specifically,we present two signal asynchronous common subset protocols,the more optimal one with only constant time complexity.We implement both our protocol and the optimal existing solution Chronos with Go language in the same environment.The experiment results indicate that our protocols achieve a threefold improvement over Chronos in consensus latency and nearly a tenfold increase in throughput.
文摘In modern computer games, "bots" - intelligent realistic agents play a prominent role in the popularity of a game in the market. Typically, bots are modeled using finite-state machine and then programmed via simple conditional statements which are hard-coded in bots logic. Since these bots have become quite predictable to an experienced games' player, a player might lose interest in the game. We propose the use of a game theoretic based learning rule called fictitious play for improving behavior of these computer game bots which will make them less predictable and hence, more a enjoyable game.
基金by the National Natural Science Foundation of China(Grant Nos.61976120 and 62006128)the Humanities and Social Science Fund of Ministry of Education of China(Grant No.21YJCZH013).
文摘Opinion dynamics models based on the multi-agent method commonly assume that interactions between individuals in a social network result in changes in their opinions.However,formation of public opinion in a social network is a macroscopic statistical result of opinions of all expressive individuals(corresponding to silent individuals).Therefore,public opinion can be manipulated not only by changing individuals'opinions,but also by changing their states of expression(or silence)which can be interpreted as the phenomenon"spiral of silence"in social psychology.Based on this theory,we establish a"dual opinion climate"model,involving social bots and mass media through a multi-agent method,to describe mechanism for manipulation of public opinion in social networks.We find that both social bots(as local variables)and mass media(as a global variable)can interfere with the formation of public opinion,cause a significant superposition effect when they act in the same direction,and inhibit each other when they act in opposite directions.
文摘Video games have been around for several decades and have had many advancements from the original start of video games. Video games started as virtual games that were advertised towards children, and these virtual games created a virtual reality of a variety of genres. These genres included sports games, such as tennis, football, baseball, war games, fantasy, puzzles, etc. The start of these games was derived from a sports genre and now has a popularity in multiplayer-online-shooting games. The purpose of this paper is to investigate different types of tools available for cheating in virtual world making players have undue advantage over other players in a competition. With the advancement in technology, these video games have become more expanded in the development aspects of gaming. Video game developers have created long lines of codes to create a new look of video games. As video games have progressed, the coding, bugs, bots, and errors of video games have changed throughout the years. The coding of video games has branched out from the original video games, which have given many benefits to this virtual world, while simultaneously creating more problems such as bots. Analysis of tools available for cheating in a game has disadvantaged normal gamer in a fair contest.
基金Shanxi Normal University Graduate Innovation Project(2024XSY31)。
文摘This paper takes Chinese red culture resources as its research subject and focuses on evaluating the Chinese-English translation quality of three major AI platforms:ChatGPT-4.0,ERNIE Bot,and DeepSeek.Through automatic quantitative evaluation,it systematically analyzes their performance in translating red culture texts.The study selects a diverse range of corpora,including historical documents,red classic texts,and culturally loaded terms.Three automatic evaluation metrics—GLEU,METEOR,and COMET—are employed for a comprehensive assessment.