Petra Csereoka

Ms. Petra Csereoka

orcid

Research Focus & Metrics

Academic Career Length

5Years (2022-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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20 November 2022 in Mathematics
Verified
Journal Article
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PCPetra Csereoka
Petra Csereoka
RBRoman Bogdan-Ionuţ
Roman Bogdan-Ionuţ
MMMihai V. Micea
Mihai V. Micea
CPCălin-Adrian POPA
Călin-Adrian POPA
The latest achievements in the field of reinforcement learning have encouraged the development of vision-based learning methods that compete with human-provided results obtained on various games and training environments. Convolutional neural networks together with Q-learning-based approaches have managed to solve and outperform human players in environments such as Atari 2600, Doom or StarCraft II, but the niche of 3D realistic games with a high degree of freedom of movement and rich graphics remains unexplored, despite having the highest resemblance to real-world situations. In this paper, we propose a novel testbed to push the limits of deep learning methods, namely an OpenAI Gym-like environment based on Dark Souls III, a notoriously difficult role-playing game, where even human players have reportedly struggled. We explore two types of architectures, Deep Q-Network and Deep Recurrent Q-Network, providing the results of a first incursion into this new problem class. The source code for the training environment and baselines is made available.

26 January 2025 in Applied Sciences
Verified
Journal Article
Open access
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Alin Adrian AntonAlin Adrian Anton
Alin Adrian Anton
PCPetra Csereoka
Petra Csereoka
ECEugenia Capota
Eugenia Capota
RCRazvan-Dorel CIOARGA
Razvan-Dorel CIOARGA
The Internet of Things produces vast amounts of data that require specialized algorithms in order to secure them. Lightweight cryptography requires ciphers designed to work on resource-constrained devices like sensors and smart things. A new encryption scheme is introduced based on a blend of the best-performing algorithms, SIMECK and TEA. A selection of software-oriented Addition–Rotation–XOR (ARX) block ciphers are augmented with a dynamic substitution security layer. The performance is compared against other lightweight approaches. The US National Institute of Standards and Technology (NIST) SP800-22 Statistical Test Suite for Random and Pseudorandom Number Generators for Cryptographic Applications and the German AIS.31 of the Federal Office for Information Security (BSI) are used to validate the output of the proposed encryption scheme. The law of iterated logarithm (LIL) for randomness is verified in all three forms. The total variance (TV), the Hellinger Distance (HD), and the root-mean-square deviation (RMSD) show values smaller than the required limit for 10.000 sequences of ciphertext. The performance evaluation is analyzed on a Raspberry PICO 2040. Several security metrics are compared against other ciphers, like χ2 and encryption quality (EQ). The results show that SIMECK-T is a powerful and fast, software-oriented, lightweight cryptography solution.

10 October 2024 in Sensors
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Journal Article
Open access
PDF file
Alin Adrian AntonAlin Adrian Anton
Alin Adrian Anton
PCPetra Csereoka
Petra Csereoka
ECEugenia Capota
Eugenia Capota
RCRăzvan-Dorel Cioargă
Răzvan-Dorel Cioargă
Standard log transmission protocols do not offer a robust way of segregating the log network from potential threats. A secure log transmission system and the realization of a data diode using affordable components are proposed. Unidirectional data flow prevents unauthorized access and eavesdropping, ensuring the integrity and confidentiality of sensitive log data. The system uses an encryption protocol that requires that the upstream and the downstream of the data diode are perfectly synchronized, mitigating replay attacks. It has been shown that message amplification can mitigate UDP packet loss, but this is only required when the data diode traffic is congested. The implementation of the encryption algorithm is suitable for resource-constrained devices and it has been shown to produce random-looking output even on a reduced number of rounds when compared to the parent cipher. Several improvements have been made to the original encryption algorithm for which an actual implementation was missing. Free software and datasets have been made available to reproduce the results. The complete solution is easy to reproduce in order to secure the segregation of a log network inside any scenario where logging is required by the law and log tampering must be prevented.

10 March 2025 in AI
Verified
Journal Article
Open access
PDF file
PCPetra Csereoka
Petra Csereoka
MMMihai V. Micea
Mihai V. Micea
Deep Q-Networks (DQNs) have shown remarkable results over the last decade in scenarios ranging from simple 2D fully observable short episodes to partially observable, graphically intensive, and complex tasks. However, the base architecture of a vanilla DQN presents several shortcomings, some of which were mitigated by new variants focusing on increased stability, faster convergence, and time dependencies. These additions, on the other hand, bring increased costs in terms of the required memory and lengthier training times. In this paper, we analyze the performance of state-of-the-art DQN families in a simple partially observable mission created in Minecraft and try to determine the optimal architecture for such problem classes in terms of the cost and accuracy. To the best of our knowledge, the analyzed methods have not been tested on the same scenario before, and hence a more in-depth comparison is required to understand the real performance improvement they provide better. This manuscript also offers a detailed overview of state-of-the-art DQN methods, together with the training heuristics and performance metrics registered during the proposed mission, allowing researchers to select better-suited models to solving future problems. Our experiments show that Double DQN networks are capable of handling partially observable scenarios gracefully while maintaining a low hardware footprint, Recurrent Double DQNs can be a good candidate even when the resources must be restricted, and double-dueling DQNs are a well-performing middle ground in terms of their cost and performance.