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D.3.3 ALGORITHMS FOR INCREMENTAL ... - SecureChange

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10 F. Massacci and L.M.S. Tran<br />

[5] Data exchanged<br />

12%<br />

42%<br />

[12] Basic data<br />

exchanged with<br />

DMAN<br />

DMAN<br />

[13] Advanced<br />

data exchanged<br />

with DMAN<br />

12% 42% 46%<br />

[5] Data exchanged<br />

[9] Data<br />

exchanged with<br />

adjacent sectors<br />

[5] Data exchanged<br />

[5] Data<br />

exchanged<br />

[5] Data<br />

exchanged<br />

[9] Data<br />

exchanged with<br />

adjacent sectors<br />

[5] Data exchanged<br />

[12] Basic data<br />

[13] Advanced<br />

exchanged with<br />

data exchanged<br />

DMAN<br />

with DMAN<br />

[9] Data<br />

exchanged with<br />

adjacent sectors<br />

[12] Basic data<br />

exchanged with<br />

DMAN<br />

[9] Data<br />

exchanged with<br />

adjacent sectors<br />

[13] Advance data<br />

exchanged with<br />

DMAN<br />

[12] Basic data<br />

exchanged with<br />

DMAN<br />

[9] Data<br />

exchanged with<br />

adjacent sectors<br />

[13] Advance data<br />

exchanged with<br />

DMAN<br />

46%<br />

[9] Data<br />

exchanged with<br />

adjacent sectors<br />

(a) Tree-like representation<br />

(b) Swimlane-based representation<br />

Fig. 3 Visualization of evolution rules.<br />

The tree-like representation, Fig. 3(a), basically is a tree-like directed graph,<br />

where a node represent a subpart in the goal model. The directional connection<br />

between two nodes means the source node evolves to target node. In other words,<br />

the source node is the original model (or subpart), and target node is the evolved<br />

model (subpart). A connection is labeled with an evolution probability p i . In two<br />

validation sessions with ATM experts the tree-like model was found more intuitive<br />

and we have therefore decided to implement it in our modelling CASE tool.<br />

5 Game-Theoretic Approach Accounting for Evolution Probability<br />

Our notion of observable rules includes an associated probability. Probabilities are<br />

often taken for granted by engineer and scientists but in our setting it is important<br />

to understand the exact semantics of this notion.<br />

Basically, there are two broad categories of probability interpretation, called<br />

“physical” and “evidential” probabilities. Physical probabilities, in which frequentist<br />

is a representative, are associated with a random process. Evidential probability,<br />

also called Bayesian probability (or subjectivist probability), are considered to<br />

be degrees of belief, defined in terms of disposition to gamble at certain odds; no<br />

random process is involved in this interpretation.<br />

To account for probability associated with an observable rule, we can use the<br />

Bayesian probability as an alternative to the frequentist because we have no event<br />

to be repeated, no random variable to be sampled, no issue about measurability<br />

(the system that designers are going to build is often unique in some respects).<br />

However, we need a method to calculate the value of probability as well as to<br />

explain the semantic of the number. Since probability is acquired from the requirements/objectives<br />

eliciting process involving the Domain Experts, we propose<br />

using the game-theoretic method in which we treat probability as a price. It seems<br />

to be easier for Domain Experts to reason on price (or cost) rather than probability.<br />

The game-theoretic approach, discussed by Shafer et al. [35] in Computational<br />

Finance, begins with a game of three players, i.e. Forecaster, Skeptic, and Real-

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