scholarly journals SOD2G: A Study on a Social-Engineering Organizational Defensive Deception Game Framework through Optimization of Spatiotemporal MTD and Decoy Conflict

Electronics ◽  
2021 ◽  
Vol 10 (23) ◽  
pp. 3012
Author(s):  
Sang Seo ◽  
Dohoon Kim

Existing moving target defense (MTD) and decoy systems are conceptually limited in avoiding and preventing attackers’ social-engineering real-time attacks by organization through either structural mutations or induction and isolation only using static traps. To overcome the practical limitations of existing MTD and decoy and to conduct a multi-stage deception decision-making in a real-time attack-defense competition, the current work presents a social-engineering organizational defensive deception game (SOD2G) as a framework, consi dering hierarchical topologies and fingerprint characteristics by organization. The present work proposed and applied deception concepts and zero-sum-based two-player game models as well as attacker and defender decision-making process based on deceivable organizational environments and vulnerability information. They were designed in consideration of limited organizational resources so that they could converge in the positive direction to secure organizational defender dominant share and optimal values of the defender deception formulated by both scenario and attribute. This framework could handle incomplete private information better than existing models and non-sequentially stratified, and also contributed to the configuration of the optimal defender deception strategy. As the experimental results, they could increase the deception efficiency within an organization by about 40% compared to existing models. Also, in the sensitivity analysis, the proposed MTD and decoy yielded improvements of at least 60% and 30% in deception efficiency, respectively, compared to the existing works.

2011 ◽  
Author(s):  
Jared Hotaling ◽  
Jerry Busemeyer ◽  
Richard Shiffrin

Author(s):  
Shreyanshu Parhi ◽  
S. C. Srivastava

Optimized and efficient decision-making systems is the burning topic of research in modern manufacturing industry. The aforesaid statement is validated by the fact that the limitations of traditional decision-making system compresses the length and breadth of multi-objective decision-system application in FMS.  The bright area of FMS with more complexity in control and reduced simpler configuration plays a vital role in decision-making domain. The decision-making process consists of various activities such as collection of data from shop floor; appealing the decision-making activity; evaluation of alternatives and finally execution of best decisions. While studying and identifying a suitable decision-making approach the key critical factors such as decision automation levels, routing flexibility levels and control strategies are also considered. This paper investigates the cordial relation between the system ideality and process response time with various prospective of decision-making approaches responsible for shop-floor control of FMS. These cases are implemented to a real-time FMS problem and it is solved using ARENA simulation tool. ARENA is a simulation software that is used to calculate the industrial problems by creating a virtual shop floor environment. This proposed topology is being validated in real time solution of FMS problems with and without implementation of decision system in ARENA simulation tool. The real-time FMS problem is considered under the case of full routing flexibility. Finally, the comparative analysis of the results is done graphically and conclusion is drawn.


2020 ◽  
Vol 34 (10) ◽  
pp. 13849-13850
Author(s):  
Donghyeon Lee ◽  
Man-Je Kim ◽  
Chang Wook Ahn

In a real-time strategy (RTS) game, StarCraft II, players need to know the consequences before making a decision in combat. We propose a combat outcome predictor which utilizes terrain information as well as squad information. For training the model, we generated a StarCraft II combat dataset by simulating diverse and large-scale combat situations. The overall accuracy of our model was 89.7%. Our predictor can be integrated into the artificial intelligence agent for RTS games as a short-term decision-making module.


Author(s):  
Yuvraj Sanjayrao Takey ◽  
Sai Gopal Tatikayala ◽  
Satyanadha Sarma Samavedam ◽  
P R Lakshmi Eswari ◽  
Mahesh Uttam Patil

Sensors ◽  
2021 ◽  
Vol 21 (14) ◽  
pp. 4836
Author(s):  
Liping Zhang ◽  
Yifan Hu ◽  
Qiuhua Tang ◽  
Jie Li ◽  
Zhixiong Li

In modern manufacturing industry, the methods supporting real-time decision-making are the urgent requirement to response the uncertainty and complexity in intelligent production process. In this paper, a novel closed-loop scheduling framework is proposed to achieve real-time decision making by calling the appropriate data-driven dispatching rules at each rescheduling point. This framework contains four parts: offline training, online decision-making, data base and rules base. In the offline training part, the potential and appropriate dispatching rules with managers’ expectations are explored successfully by an improved gene expression program (IGEP) from the historical production data, not just the available or predictable information of the shop floor. In the online decision-making part, the intelligent shop floor will implement the scheduling scheme which is scheduled by the appropriate dispatching rules from rules base and store the production data into the data base. This approach is evaluated in a scenario of the intelligent job shop with random jobs arrival. Numerical experiments demonstrate that the proposed method outperformed the existing well-known single and combination dispatching rules or the discovered dispatching rules via metaheuristic algorithm in term of makespan, total flow time and tardiness.


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