The drm game

G. Heileman, Pramod A. Jamkhedkar, J. Khoury, Curtis J. Hrncir
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引用次数: 17

Abstract

In this paper we cast DRM in a setting that allows us to model a number of current approaches as games. The DRM game is partitioned into two subgames, one that considers the game associated with content acquisition, and a second that considers how a consumer uses the content, along with a vendor's response to this usage. Examples are provided in order to demonstrate how these subgames correspond to real situations associated with content industries, and the conditions under which Nash equilibria will exist. These subgames form the primary stage of a repeated game that models a number of important long-term interactions between consumers and vendors. We analyze current strategies that attempt to influence the outcome of the repeated game, and we also consider a new type of architectural infrastructure that makes novel use of a trust authority in order to create a suitable environment for constructing DRM games that may prove useful in the future.
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drm游戏
在本文中,我们将DRM置于一个允许我们将许多当前方法建模为游戏的环境中。DRM游戏分为两个子游戏,一个考虑与内容获取相关的游戏,另一个考虑消费者如何使用内容,以及供应商对这种使用的反应。为了展示这些子博弈如何与内容产业相关的实际情况相对应,以及纳什均衡存在的条件,本文提供了一些例子。这些子游戏构成了重复游戏的初级阶段,这些重复游戏模拟了消费者和供应商之间的许多重要的长期互动。我们分析了试图影响重复游戏结果的当前策略,我们还考虑了一种新型的架构基础设施,它新颖地使用了信任权威,以便为构建DRM游戏创造合适的环境,这种环境可能在未来被证明是有用的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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