security games
Recently Published Documents


TOTAL DOCUMENTS

195
(FIVE YEARS 13)

H-INDEX

17
(FIVE YEARS 0)

Author(s):  
Shaojie Tang ◽  
Siyuan Liu ◽  
Xu Han ◽  
Yu Qiao

Recently, diffusion processes in social networks have attracted increasing attention within computer science, marketing science, social sciences, and political science. Although the majority of existing works focus on maximizing the reach of desirable diffusion processes, we are interested in deploying a group of monitors to detect malicious diffusion processes such as the spread of computer worms. In this work, we introduce and study the [Formula: see text]-Monitoring Game} on networks. Our game is composed of two parties an attacker and a defender. The attacker can launch an attack by distributing a limited number of seeds (i.e., virus) to the network. Under our [Formula: see text]-Monitoring Game, we say an attack is successful if and only if the following two conditions are satisfied: (1) the outbreak/propagation reaches at least α individuals without intervention, and (2) it has not been detected before reaching β individuals. Typically, we require that β is no larger than α in order to compensate the reaction delays after the outbreak has been detected. On the other end, the defender’s ultimate goal is to deploy a set of monitors in the network that can minimize attacker’s success ratio in the worst-case. (We also extend the basic model by considering a noisy diffusion model, where the propagation probabilities on each edge could vary within an interval.) Our work is built upon recent work in security games, our adversarial setting provides robust solutions in practice. Summary of Contribution: Although the diffusion processes in social networks have been extensively studied, most existing works aim at maximizing the reach of desirable diffusion processes. We are interested in deploying a group of monitors to detect malicious diffusion processes, such as the spread of computer worms. To capture the impact of model uncertainty, we consider a noisy diffusion model in which the propagation probabilities on each edge could vary within an interval. Our work is built upon recent work in security games; our adversarial setting leads to robust solutions in practice.


2021 ◽  
pp. 180-203
Author(s):  
Serkan Sarıtaş ◽  
Ezzeldin Shereen ◽  
Henrik Sandberg ◽  
György Dán

Author(s):  
Weizhe Chen ◽  
Zihan Zhou ◽  
Yi Wu ◽  
Fei Fang

One practical requirement in solving dynamic games is to ensure that the players play well from any decision point onward. To satisfy this requirement, existing efforts focus on equilibrium refinement, but the scalability and applicability of existing techniques are limited. In this paper, we propose Temporal-Induced Self-Play (TISP), a novel reinforcement learning-based framework to find strategies with decent performances from any decision point onward. TISP uses belief-space representation, backward induction, policy learning, and non-parametric approximation. Building upon TISP, we design a policy-gradient-based algorithm TISP-PG. We prove that TISP-based algorithms can find approximate Perfect Bayesian Equilibrium in zero-sum one-sided stochastic Bayesian games with finite horizon. We test TISP-based algorithms in various games, including finitely repeated security games and a grid-world game. The results show that TISP-PG is more scalable than existing mathematical programming-based methods and significantly outperforms other learning-based methods.


Author(s):  
Wanqi Xue ◽  
Youzhi Zhang ◽  
Shuxin Li ◽  
Xinrun Wang ◽  
Bo An ◽  
...  

Securing networked infrastructures is important in the real world. The problem of deploying security resources to protect against an attacker in networked domains can be modeled as Network Security Games (NSGs). Unfortunately, existing approaches, including the deep learning-based approaches, are inefficient to solve large-scale extensive-form NSGs. In this paper, we propose a novel learning paradigm, NSG-NFSP, to solve large-scale extensive-form NSGs based on Neural Fictitious Self-Play (NFSP). Our main contributions include: i) reforming the best response (BR) policy network in NFSP to be a mapping from action-state pair to action-value, to make the calculation of BR possible in NSGs; ii) converting the average policy network of an NFSP agent into a metric-based classifier, helping the agent to assign distributions only on legal actions rather than all actions; iii) enabling NFSP with high-level actions, which can benefit training efficiency and stability in NSGs; and iv) leveraging information contained in graphs of NSGs by learning efficient graph node embeddings. Our algorithm significantly outperforms state-of-the-art algorithms in both scalability and solution quality.


2021 ◽  
Author(s):  
Jason Diakoumakos ◽  
Evangelos Chaskos ◽  
Nicholas Kolokotronis ◽  
George Lepouras

2021 ◽  
Vol 399 ◽  
pp. 126051
Author(s):  
Zhen Wang ◽  
Chaofan Li ◽  
Xing Jin ◽  
Hong Ding ◽  
Guanghai Cui ◽  
...  

2021 ◽  
pp. 59-79
Author(s):  
Andrew R. Butler ◽  
Thanh H. Nguyen ◽  
Arunesh Sinha

2021 ◽  
Vol 7 (1) ◽  
Author(s):  
Jonathan Merlevede ◽  
Benjamin Johnson ◽  
Jens Grossklags ◽  
Tom Holvoet

Abstract Strategic game models of defense against stealthy, targeted attacks that cannot be prevented but only mitigated are the subject of a significant body of recent research, often in the context of advanced persistent threats (APTs). In these game models, the timing of attack and defense moves plays a central role. A common assumption, in this literature, is that players are indifferent between costs and gains now and those in the distant future, which conflicts with the widely accepted treatment of intertemporal choice across economic contexts. This article investigates the significance of this assumption by studying changes in optimal player behavior when introducing time discounting. Specifically, we adapt a popular model in the games of timing literature, the FlipIt model, by allowing for exponential discounting of gains and costs over time. We investigate changes of best responses and the location of Nash equilibria through analysis of two well-known classes of player strategies: those where the time between players’ moves is constant, and a second class where the time between players’ moves is stochastic and exponentially distributed. By introducing time discounting in the framework of games of timing, we increase its level of realism as well as applicability to organizational security management, which is in dire need of sound theoretic work to respond to sophisticated, stealthy attack vectors.


Sign in / Sign up

Export Citation Format

Share Document