首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   200篇
  免费   66篇
  国内免费   3篇
  2024年   1篇
  2023年   3篇
  2022年   2篇
  2021年   3篇
  2020年   5篇
  2019年   3篇
  2018年   8篇
  2017年   22篇
  2016年   14篇
  2015年   7篇
  2014年   13篇
  2013年   17篇
  2012年   22篇
  2011年   15篇
  2010年   15篇
  2009年   17篇
  2008年   13篇
  2007年   13篇
  2006年   14篇
  2005年   13篇
  2004年   4篇
  2003年   5篇
  2002年   5篇
  2001年   11篇
  2000年   2篇
  1999年   4篇
  1996年   1篇
  1995年   2篇
  1994年   4篇
  1993年   4篇
  1991年   2篇
  1990年   3篇
  1989年   1篇
  1988年   1篇
排序方式: 共有269条查询结果,搜索用时 15 毫秒
1.
为评估HIGHT轻型分组密码抗故障攻击能力,基于单字节故障模型,提出一种改进的HIGHT故障攻击方法.首先在HIGHT最后1轮注入单字节故障恢复SK124和SK1262个轮密钥,然后增加故障注入深度,在HIGHT倒数第5轮注入单字节故障恢复HIGHT另外10个轮密钥,从而恢复HIGHT的全部主密钥.实验结果表明:仅需22次故障注入即可恢复HIGHT全部128位主密钥,优于现有故障攻击方法所需的32次故障注入.  相似文献   
2.
There is a finite cyclic graph. The hider chooses one of all nodes except the specified one, and he hides an (immobile) object there. At the beginning the seeker is at the specified node. After the seeker chooses an ordering of the nodes except the specified one, he examines each nodes in that order until he finds the object, traveling along edges. It costs an amount when he moves from a node to an adjacent one and also when he checks a node. While the hider wishes to maximize the sum of the traveling costs and the examination costs which are required to find the object, the seeker wishes to minimize it. The problem is modeled as a two‐person zero‐sum game. We solve the game when unit costs (traveling cost + examination cost) have geometrical relations depending on nodes. Then we give properties of optimal strategies of both players. © 2004 Wiley Periodicals, Inc. Naval Research Logistics, 2004.  相似文献   
3.
重新评估了Zodiac算法抵抗不可能差分攻击的能力。通过分析Zodiac算法的线性层,给出了Zodiac算法两条新的14轮不可能差分。利用新的不可能差分,结合Early-Abort技术对完整16轮的Zodiac算法进行了不可能差分攻击。攻击过程中一共恢复6个字节的密钥,其时间复杂度只有232.6次加密,数据复杂度约为285.6个明文,该攻击结果与已有最好的结果相比,时间复杂度降低了一个因子233。结果表明由于Zodiac算法线性层的扩散性差,使得该算法对不可能差分分析是不免疫的。  相似文献   
4.
#重新评估了Zodiac算法抵抗不可能差分攻击的能力。通过分析Zodiac算法的线性层,给出了Zodiac算法两条新的14轮不可能差分。利用新的不可能差分,结合Early-Abort技术对完整16轮的Zodiac算法进行了不可能差分攻击。攻击过程中一共恢复6个字节的密钥,其时间复杂度只有232.6次加密,数据复杂度约为285.6个明文,该攻击结果与已有最好的结果相比,时间复杂度降低了一个因子233。结果表明由于Zodiac算法线性层的扩散性差,使得该算法对不可能差分分析是不免疫的。  相似文献   
5.
以网络舆情传播过程中大部分人对事实不了解为前提,在这部分群体内构建基于不完全信息环境的两人对称演化博弈模型。提出了两人对称博弈矩阵来决定个体策略的选择,建立了复制动态方程说明不同策略群体比例的演化方向,演化时引入个体的记忆长度,根据设定的交互规则更新各自的观点值及记忆列表。仿真分析模型表明,在此环境中很容易产生羊群行为,群体内的个体都选择盲从并且观点保持一致。此外,羊群行为的集聚产生受多种因素影响,主要与采取分析策略的交互利益、成本系数以及记忆长度有关。本文对科学分析引导网络舆情的传播有一定实际意义。  相似文献   
6.
本文求解如下的组合对策问题:设有一堆棋子,总数N 是奇数,甲乙两人轮流取子,每人每次可取一颗、二颗,最多可取s 颗,但不能不取,直至取完后分别来数甲乙两人所取棋子的总数,总数为奇数者获胜。站在甲的立场上考虑获胜的策略,文中解决了如下两个问题:(Ⅰ)总数N 应是什么样的奇数,甲才有获胜策略;(Ⅱ)当N 一定时,甲应采取什么样的策略取子,才能获胜。  相似文献   
7.
Analytical resolution of search theory problems, as formalized by B.O. Koopman, may be applied with some model extension to various resource management issues. However, a fundamental prerequisite is the knowledge of the prior target density. Though this assumption has the definite advantage of simplicity, its drawback is clearly that target reactivity is not taken into account. As a preliminary step towards reactive target study stands the problem of resource planning under a min–max game context. This paper is related to Nakai's work about the game planning of resources for the detection of a stationary target. However, this initial problem is extended by adding new and more general constraints, allowing a more realistic modeling of the target and searcher behaviors. © 2007 Wiley Periodicals, Inc. Naval Research Logistics, 2007  相似文献   
8.
分析了RSA和DES的算法优点和安全弱点,设计了一个新的密码算法方案。该方案以类FEISTEL结构为基础增强了左右两半部分结构的安全设计,利用了RSA进行密钥分配,并以序列密码算法的生成原理改变了固定密钥的缺点。该新方案具有一次一密的特点,给破译者获得大量的明密文对造成了很大的困难,可较好地抵抗差分分析与线性分析,是一种安全性较强的加密方案。  相似文献   
9.
We study sequencing situations with a fixed initial order and linear cost functions. Cost savings can be obtained by rearranging jobs. Next to finding an optimal order, an additional issue is formed by the division of these savings. Cooperative game theory studies this issue. A common assumption states that cooperation between players is restricted to groups that are connected according to the initial order. The value of disconnected groups is defined additively over their connected components. In this paper we allow players in disconnected coalitions to switch places as long as they do not hurt the players not in the coalition under consideration. The resulting games are called relaxed sequencing games. Although they have been studied before, no general results on stable profit divisions have been derived so far. In this paper we prove that relaxed sequencing games have a nonempty core, i.e., they all have stable profit divisions. © 2006 Wiley Periodicals, Inc. Naval Research Logistics, 2006  相似文献   
10.
This article deals with a two‐person zero‐sum game called a search allocation game (SAG), in which a searcher and a target participate as players. The searcher distributes his searching resources in a search space to detect the target. The effect of resources lasts a certain period of time and extends to some areas at a distance from the resources' dropped points. On the other hand, the target moves around in the search space to evade the searcher. In the history of search games, there has been little research covering the durability and reachability of searching resources. This article proposes two linear programming formulations to solve the SAG with durable and reachable resources, and at the same time provide an optimal strategy of distributing searching resources for the searcher and an optimal moving strategy for the target. Using examples, we will analyze the influences of two attributes of resources on optimal strategies. © 2007 Wiley Periodicals, Inc. Naval Research Logistics 2008  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号