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Proving secure compilation of partial programs typically requires back-translating an attack against the compiled program to an attack against the source program. To prove back-translation, one can syntactically translate the target attacker to a source one -- i.e., syntax-directed back-translation -- or show that the interaction traces of the target attacker can also be emitted by source attackers -- i.e., trace-directed back-translation. Syntax-directed back-translation is not suitable when the target attacker may use unstructured control flow that the source language cannot directly represent. Trace-directed back-translation works with such syntactic dissimilarity because only the external interactions of the target attacker have to be mimicked in the source, not its internal control flow. Revealing only external interactions is, however, inconvenient when sharing memory via unforgeable pointers, since information about shared pointers stashed in private memory is not present on the trace. This made prior proofs unnecessarily complex, since the generated attacker had to instead stash all reachable pointers. In this work, we introduce more informative data-flow traces, combining the best of syntax- and trace-directed back-translation in a simpler technique that handles both syntactic dissimilarity and memory sharing well, and that is proved correct in Coq. Additionally, we develop a novel turn-taking simulation relation and use it to prove a recomposition lemma, which is key to reusing compiler correctness in such secure compilation proofs. We are the first to mechanize such a recomposition lemma in the presence of memory sharing. We use these two innovations in a secure compilation proof for a code generation compiler pass between a source language with structured control flow and a target language with unstructured control flow, both with safe pointers and components.

相關內容

編(bian)譯器(Compiler),是一種(zhong)計算(suan)機程(cheng)(cheng)序(xu),它會將用某種(zhong)編(bian)程(cheng)(cheng)語言寫成(cheng)的源(yuan)代碼(ma)(原始語言),轉換成(cheng)另一種(zhong)編(bian)程(cheng)(cheng)語言(目標語言)。

We present Blinded Memory (BliMe), a way to realize efficient and secure outsourced computation. BliMe consists of a novel and minimal set of ISA extensions that uses taint tracking to ensure the confidentiality of sensitive (client) data even in the presence of server malware, run-time attacks, and side-channel attacks. To secure outsourced computation, the BliMe extensions can be used together with an attestable, fixed-function trusted execution environment (TEE) and an encryption engine that provides atomic decrypt-and-taint and encrypt-and-untaint operations. The TEE engages in an attestation and key agreement protocol with the client. It provides the resulting client-specific keys to the encryption engine. Clients rely on remote attestation to ensure that their data will always be protected by BliMe's taint tracking policy after decryption. We provide a machine-checked security proof and an FPGA implementation (BliMe-Ibex) of BliMe's taint tracking policy. We show that BliMe-Ibex does not reduce performance relative to the unmodified core, and incurs only minor increases in resource consumption in terms of power ($<2\%$), LUTs ($<1\%$), and registers ($<3\%$).

We present a method to simulate movement in interaction with computers, using Model Predictive Control (MPC). The method starts from understanding interaction from an Optimal Feedback Control (OFC) perspective. We assume that users aim to minimize an internalized cost function, subject to the constraints imposed by the human body and the interactive system. In contrast to previous linear approaches used in HCI, MPC can compute optimal controls for nonlinear systems. This allows us to use state-of-the-art biomechanical models and handle nonlinearities that occur in almost any interactive system. Instead of torque actuation, our model employs second-order muscles acting directly at the joints. We compare three different cost functions and evaluate the simulated trajectories against user movements in a Fitts' Law type pointing study with four different interaction techniques. Our results show that the combination of distance, control, and joint acceleration cost matches individual users' movements best, and predicts movements with an accuracy that is within the between-user variance. To aid HCI researchers and designers, we introduce CFAT, a novel method to identify maximum voluntary torques in joint-actuated models based on experimental data, and give practical advice on how to simulate human movement for different users, interaction techniques, and tasks.

Industrial Control Systems (ICSs) rely on insecure protocols and devices to monitor and operate critical infrastructure. Prior work has demonstrated that powerful attackers with detailed system knowledge can manipulate exchanged sensor data to deteriorate performance of the process, even leading to full shutdowns of plants. Identifying those attacks requires iterating over all possible sensor values, and running detailed system simulation or analysis to identify optimal attacks. That setup allows adversaries to identify attacks that are most impactful when applied on the system for the first time, before the system operators become aware of the manipulations. In this work, we investigate if constrained attackers without detailed system knowledge and simulators can identify comparable attacks. In particular, the attacker only requires abstract knowledge on general information flow in the plant, instead of precise algorithms, operating parameters, process models, or simulators. We propose an approach that allows single-shot attacks, i.e., near-optimal attacks that are reliably shutting down a system on the first try. The approach is applied and validated on two use cases, and demonstrated to achieve comparable results to prior work, which relied on detailed system information and simulations.

Our goal is to populate digital environments, in which digital humans have diverse body shapes, move perpetually, and have plausible body-scene contact. The core challenge is to generate realistic, controllable, and infinitely long motions for diverse 3D bodies. To this end, we propose generative motion primitives via body surface markers, or GAMMA in short. In our solution, we decompose the long-term motion into a time sequence of motion primitives. We exploit body surface markers and conditional variational autoencoder to model each motion primitive, and generate long-term motion by implementing the generative model recursively. To control the motion to reach a goal, we apply a policy network to explore the generative model's latent space and use a tree-based search to preserve the motion quality during testing. Experiments show that our method can produce more realistic and controllable motion than state-of-the-art data-driven methods. With conventional path-finding algorithms, the generated human bodies can realistically move long distances for a long period of time in the scene. Code is released for research purposes at: \url{//yz-cnsdqz.github.io/eigenmotion/GAMMA/}

Designers reportedly struggle with design optimization tasks where they are asked to find a combination of design parameters that maximizes a given set of objectives. In HCI, design optimization problems are often exceedingly complex, involving multiple objectives and expensive empirical evaluations. Model-based computational design algorithms assist designers by generating design examples during design, however they assume a model of the interaction domain. Black box methods for assistance, on the other hand, can work with any design problem. However, virtually all empirical studies of this human-in-the-loop approach have been carried out by either researchers or end-users. The question stands out if such methods can help designers in realistic tasks. In this paper, we study Bayesian optimization as an algorithmic method to guide the design optimization process. It operates by proposing to a designer which design candidate to try next, given previous observations. We report observations from a comparative study with 40 novice designers who were tasked to optimize a complex 3D touch interaction technique. The optimizer helped designers explore larger proportions of the design space and arrive at a better solution, however they reported lower agency and expressiveness. Designers guided by an optimizer reported lower mental effort but also felt less creative and less in charge of the progress. We conclude that human-in-the-loop optimization can support novice designers in cases where agency is not critical.

Leveraging line features to improve localization accuracy of point-based visual-inertial SLAM (VINS) is gaining interest as they provide additional constraints on scene structure. However, real-time performance when incorporating line features in VINS has not been addressed. This paper presents PL-VINS, a real-time optimization-based monocular VINS method with point and line features, developed based on the state-of-the-art point-based VINS-Mono \cite{vins}. We observe that current works use the LSD \cite{lsd} algorithm to extract line features; however, LSD is designed for scene shape representation instead of the pose estimation problem, which becomes the bottleneck for the real-time performance due to its high computational cost. In this paper, a modified LSD algorithm is presented by studying a hidden parameter tuning and length rejection strategy. The modified LSD can run at least three times as fast as LSD. Further, by representing space lines with the Pl\"{u}cker coordinates, the residual error in line estimation is modeled in terms of the point-to-line distance, which is then minimized by iteratively updating the minimum four-parameter orthonormal representation of the Pl\"{u}cker coordinates. Experiments in a public benchmark dataset show that the localization error of our method is 12-16\% less than that of VINS-Mono at the same pose update frequency. %For the benefit of the community, The source code of our method is available at: //github.com/cnqiangfu/PL-VINS.

Proactive dialogue system is able to lead the conversation to a goal topic and has advantaged potential in bargain, persuasion and negotiation. Current corpus-based learning manner limits its practical application in real-world scenarios. To this end, we contribute to advance the study of the proactive dialogue policy to a more natural and challenging setting, i.e., interacting dynamically with users. Further, we call attention to the non-cooperative user behavior -- the user talks about off-path topics when he/she is not satisfied with the previous topics introduced by the agent. We argue that the targets of reaching the goal topic quickly and maintaining a high user satisfaction are not always converge, because the topics close to the goal and the topics user preferred may not be the same. Towards this issue, we propose a new solution named I-Pro that can learn Proactive policy in the Interactive setting. Specifically, we learn the trade-off via a learned goal weight, which consists of four factors (dialogue turn, goal completion difficulty, user satisfaction estimation, and cooperative degree). The experimental results demonstrate I-Pro significantly outperforms baselines in terms of effectiveness and interpretability.

This manuscript portrays optimization as a process. In many practical applications the environment is so complex that it is infeasible to lay out a comprehensive theoretical model and use classical algorithmic theory and mathematical optimization. It is necessary as well as beneficial to take a robust approach, by applying an optimization method that learns as one goes along, learning from experience as more aspects of the problem are observed. This view of optimization as a process has become prominent in varied fields and has led to some spectacular success in modeling and systems that are now part of our daily lives.

Image-to-image translation (I2I) aims to transfer images from a source domain to a target domain while preserving the content representations. I2I has drawn increasing attention and made tremendous progress in recent years because of its wide range of applications in many computer vision and image processing problems, such as image synthesis, segmentation, style transfer, restoration, and pose estimation. In this paper, we provide an overview of the I2I works developed in recent years. We will analyze the key techniques of the existing I2I works and clarify the main progress the community has made. Additionally, we will elaborate on the effect of I2I on the research and industry community and point out remaining challenges in related fields.

In this monograph, I introduce the basic concepts of Online Learning through a modern view of Online Convex Optimization. Here, online learning refers to the framework of regret minimization under worst-case assumptions. I present first-order and second-order algorithms for online learning with convex losses, in Euclidean and non-Euclidean settings. All the algorithms are clearly presented as instantiation of Online Mirror Descent or Follow-The-Regularized-Leader and their variants. Particular attention is given to the issue of tuning the parameters of the algorithms and learning in unbounded domains, through adaptive and parameter-free online learning algorithms. Non-convex losses are dealt through convex surrogate losses and through randomization. The bandit setting is also briefly discussed, touching on the problem of adversarial and stochastic multi-armed bandits. These notes do not require prior knowledge of convex analysis and all the required mathematical tools are rigorously explained. Moreover, all the proofs have been carefully chosen to be as simple and as short as possible.

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