Game Theory and the Internet

2018 ◽  
pp. 667-733
Author(s):  
Nirdosh Bhatnagar
Keyword(s):  
2020 ◽  
Vol 57 (6) ◽  
pp. 102308 ◽  
Author(s):  
Christian Esposito ◽  
Oscar Tamburis ◽  
Xin Su ◽  
Chang Choi

Telecom ◽  
2021 ◽  
Vol 2 (3) ◽  
pp. 232-254
Author(s):  
Jihen Bennaceur ◽  
Hanen Ahmadi ◽  
Sami Souhi

The further growth of the Internet faces a crucial impediment related to the ossification problem. Network virtualization is a promising and emergent solution that has been introduced as a sophisticated diversifying attribute of the future network paradigm. However, there remain many issues standing in the way of its successful realization, such as the service provisioning efficiency in the network virtualization. Many approaches and schemes have been propounded to provide efficient resource management based on game theory. This paper presents a comprehensive overview of the existing game theory solutions designed for the different network virtualization environments. We propose a taxonomy for game-theoretical approaches classification. The scope of this survey is to provide a better understanding of the game-theoretical application for resource management in network virtualization. Thus, our inclusive classification considers the various game properties and characteristics as well as the purpose of applying the game theory to the virtualization context.


Author(s):  
Conor Muldoon ◽  
Michael J. O’Grady ◽  
Gregory M. P. O’Hare

AbstractWith the growth of the Internet, crowdsourcing has become a popular way to perform intelligence tasks that hitherto would be either performed internally within an organization or not undertaken due to prohibitive costs and the lack of an appropriate communications infrastructure. In crowdsourcing systems, whereby multiple agents are not under the direct control of a system designer, it cannot be assumed that agents will act in a manner that is consistent with the objectives of the system designer or principal agent. In situations whereby agents’ goals are to maximize their return in crowdsourcing systems that offer financial or other rewards, strategies will be adopted by agents to game the system if appropriate mitigating measures are not put in place. The motivational and incentivization research space is quite large; it incorporates diverse techniques from a variety of different disciplines including behavioural economics, incentive theory, and game theory. This paper specifically focusses on game theoretic approaches to the problem in the crowdsourcing domain and places it in the context of the wider research landscape. It provides a survey of incentive engineering techniques that enable the creation of apt incentive structures in a range of different scenarios.


2020 ◽  
Vol 2020 ◽  
pp. 1-9
Author(s):  
Poria Pirozmand ◽  
Mohsen Angoraj Ghafary ◽  
Safieh Siadat ◽  
Jiankang Ren

The Internet of Things is an emerging technology that integrates the Internet and physical smart objects. This technology currently is used in many areas of human life, including education, agriculture, medicine, military and industrial processes, and trade. Integrating real-world objects with the Internet can pose security threats to many of our day-to-day activities. Intrusion detection systems (IDS) can be used in this technology as one of the security methods. In intrusion detection systems, early and correct detection (with high accuracy) of intrusions is considered very important. In this research, game theory is used to develop the performance of intrusion detection systems. In the proposed method, the attacker infiltration mode and the behavior of the intrusion detection system as a two-player and nonparticipatory dynamic game are completely analyzed and Nash equilibrium solution is used to create specific subgames. During the simulation performed using MATLAB software, various parameters were examined using the definitions of game theory and Nash equilibrium to extract the parameters that had the most accurate detection results. The results obtained from the simulation of the proposed method showed that the use of intrusion detection systems in the Internet of Things based on cloud-fog can be very effective in identifying attacks with the least amount of errors in this network.


2009 ◽  
Vol 1 (3) ◽  
Author(s):  
Burcu S. Bakioglu

Employing game theory and cultural studies in order to make a much needed distinction between grief play (which is a type of game play) and griefing (as a disruptive cultural activity), I argue that griefers in Second Life, who engage in potentially subversive practices which residents recognize as characterizing the activities of subcultures, construct cultural formations, a term developed by Raymond Williams in his book The Sociology of Culture to describe groups that embody looser structures. Claiming that they are causing turmoil for the lulz (or laughs), they treat their activities as mere game play. However, underneath the rhetoric of game play based on targeting those who take the “Internet as serious business,” there exists a cultural phenomenon with serious effects. They not only jam the world’s signification system and subvert the bourgeois taste by spamming the environment with offensive objects (such as penises, swastikas, and communist symbols), but also attack the capitalistic ideology by crashing sims and significant media events, and regularly launching raids in-world which result in causing in-world businesses to lose money, thereby hurting the virtual economy at large.


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