• Title/Summary/Keyword: static major paths

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Detecting Software Similarity Using API Sequences on Static Major Paths (정적 주요 경로 API 시퀀스를 이용한 소프트웨어 유사성 검사)

  • Park, Seongsoo;Han, Hwansoo
    • Journal of KIISE
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    • v.41 no.12
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    • pp.1007-1012
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    • 2014
  • Software birthmarks are used to detect software plagiarism. For binaries, however, only a few birthmarks have been developed. In this paper, we propose a static approach to generate API sequences along major paths, which are analyzed from control flow graphs of the binaries. Since our API sequences are extracted along the most plausible paths of the binary codes, they can represent actual API sequences produced from binary executions, but in a more concise form. Our similarity measures use the Smith-Waterman algorithm that is one of the popular sequence alignment algorithms for DNA sequence analysis. We evaluate our static path-based API sequence with multiple versions of five applications. Our experiment indicates that our proposed method provides a quite reliable similarity birthmark for binaries.

Fast algorithm for incorporating start and goal points into the map represented in a generalized visibility graph (출발점과 목표점을 일반화 가시성그래프로 표현된 맵에 포함하기 위한 빠른 알고리즘)

  • Yu, Kyeon-Ah;Jeon, Hyun-Joo
    • Journal of the Korea Society for Simulation
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    • v.15 no.2
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    • pp.31-39
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    • 2006
  • The visibility graph is a well-known method for efficient path-finding with the minimum search space modelling the game world. The generalized visibility graph is constructed on the expanded obstacle boundaries to eliminate the "wall-hugging" problem which is a major disadvantage of using the visibility graph. The paths generated by the generalized visibility graph are guaranteed to be near optimal and natural-looking. In this paper we propose the method to apply the generalized visibility graph efficiently for game characters who moves among static obstacles between varying start and goal points. Even though the space is minimal once the generalized visibility graph is constructed, the construction itself is time-consuming in checking the intersection between every two links connecting nodes. The idea is that we build the map for static obstacles first and then incorporate start and goal nodes quickly. The incorporation of start and goal nodes is the part that must be executed repeatedly. Therefore we propose to use the rotational plane-sweep algorithm in the computational geometry for incorporating start and goal nodes efficiently. The simulation result shows that the execution time has been improved by 39%-68% according to running times in the game environment with multiple static obstacles.

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