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Public Cloud Storage-Assisted Mobile Social Video Sharing: A Supermodular Game Approach 公共云存储辅助移动社交视频共享:一种超模块化的游戏方法
IF 16.4 1区 计算机科学 Q1 ENGINEERING, ELECTRICAL & ELECTRONIC Pub Date : 2017-03-01 DOI: 10.1109/JSAC.2017.2659478
Han Hu, Yonggang Wen, D. Niyato
Mobile social video sharing enables mobile users to create ultra-short video clips and instantly share them with social friends, which poses significant pressure to the content distribution infrastructure. In this paper, we propose a public cloud-assisted architecture to tackle this problem. In particular, by motivating mobile users to upload videos to the local public cloud to serve requests, and, therefore, having a permission to access friends’ videos stored in the cloud, our method can alleviate the traffic burden to the social service providers, while reducing the service latency of mobile users. First, we present a general framework to model the information diffusion and utility function of each user on the proposed architecture, and formulate the problem as a decentralized social utility maximization game. Second, we show that this problem is a supermodular game and there exists at least one socially aware Nash equilibrium (SNE). We then develop two decentralized algorithms to solve this problem. The first algorithm can find an SNE with less computation complexity, and the second algorithm can find the Pareto-optimal SNE with better performance. Finally, through extensive experiments, we demonstrate that the overall system performance can be significantly improved by exploiting the selflessness among social friends.
移动社交视频共享使移动用户能够创建超短视频片段,并立即与社交朋友分享,这对内容分发基础设施构成了巨大压力。在本文中,我们提出了一个公共云辅助架构来解决这个问题。特别是,通过激励移动用户将视频上传到本地公共云以提供请求,并因此获得访问存储在云中的朋友视频的权限,我们的方法可以减轻社交服务提供商的流量负担,同时降低移动用户的服务延迟。首先,我们提出了一个通用框架,在所提出的架构上对每个用户的信息扩散和效用函数进行建模,并将问题公式化为去中心化的社会效用最大化游戏。其次,我们证明了这个问题是一个超级模型博弈,并且至少存在一个社会意识纳什均衡(SNE)。然后,我们开发了两种去中心化算法来解决这个问题。第一种算法可以找到计算复杂度较低的SNE,第二种算法可以发现性能较好的Pareto最优SNE。最后,通过大量的实验,我们证明了利用社交朋友之间的无私精神可以显著提高系统的整体性能。
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引用次数: 34
Game Theoretical Analysis of Service Provision for the Internet of Things Based on Sensor Virtualization 基于传感器虚拟化的物联网服务供给博弈分析
IF 16.4 1区 计算机科学 Q1 ENGINEERING, ELECTRICAL & ELECTRONIC Pub Date : 2017-03-01 DOI: 10.1109/JSAC.2017.2672239
L. Guijarro, V. Pla, J. Vidal, M. Naldi
The advent of the Internet of Things (IoT) is expected to bring major benefits to a wide range of areas. However, the successful deployment of the IoT calls for the existence of sustainable and well-understood business models. In this paper, we propose and analyze a business model for a likely scenario in the IoT, which is made up of WSNs, service providers and users. The service providers compete against each other in the intermediation between the virtualized WSNs and the users that benefit from enhanced services built on the sensed data. The service providers pay to the WSNs for the data and charge the users for the service. The model is analyzed by applying oligopoly theory and game theory, the conditions for the existence and uniqueness of the Nash equilibrium are established, and the equilibrium and the social optimum are obtained. Our results show that the business model is sustainable, provided that the users’ sensitivity to the value-to-price ratio is not negligible and, in this situation, the number of active service providers is upper bounded by a value that depends on the sensitivity and the market size. Furthermore, the operation of such a market is shown to efficiently use the information provided by the WSNs, and, when compared to the social optimum, to produce an increase in users’ and service providers’ surpluses, but a reduction in WSNs’ surplus.
物联网(IoT)的出现有望为广泛的领域带来重大利益。然而,物联网的成功部署需要可持续且易于理解的商业模式的存在。在本文中,我们提出并分析了一种由wsn、服务提供商和用户组成的物联网可能场景的商业模型。服务提供者在虚拟化wsn和受益于基于感知数据构建的增强服务的用户之间相互竞争。服务提供商向wsn支付数据费用,并向用户收取服务费用。运用寡头垄断理论和博弈论对该模型进行了分析,建立了纳什均衡存在唯一性的条件,得到了纳什均衡和社会最优。我们的结果表明,商业模式是可持续的,前提是用户对价值与价格比率的敏感性不可忽略,在这种情况下,活跃服务提供商的数量是由一个取决于敏感性和市场规模的值的上限。此外,这种市场的运作被证明有效地利用了由无线传感器网络提供的信息,并且,与社会最优相比,产生了用户和服务提供商的盈余增加,但减少了无线传感器网络的盈余。
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引用次数: 34
A Controlled Matching Game for WLANs 无线局域网的受控匹配博弈
IF 16.4 1区 计算机科学 Q1 ENGINEERING, ELECTRICAL & ELECTRONIC Pub Date : 2017-03-01 DOI: 10.1109/JSAC.2017.2672258
M. Touati, R. El-Azouzi, M. Coupechoux, E. Altman, J. Kélif
In multi-rate IEEE 802.11 WLANs, the traditional user association based on the strongest received signal and the well-known anomaly of the MAC protocol can lead to overloaded access points (APs), and poor or heterogeneous performance. Our goal is to propose an alternative game-theoretic approach for association. We model the joint resource allocation and user association as a matching game with complementarities and peer effects consisting of selfish players solely interested in their individual throughputs. Using recent game-theoretic results, we first show that various resource sharing protocols actually fall in the scope of the set of stability-inducing resource allocation schemes. The game makes an extensive use of the Nash bargaining and some of its related properties that allow controlling the incentives of the players. We show that the proposed mechanism can greatly improve the efficiency of 802.11 with heterogeneous nodes and reduce the negative impact of peer effects such as its MAC anomaly. The mechanism can be implemented as a virtual connectivity management layer to achieve efficient APs-user associations without modification of the MAC layer.
在多速率IEEE 802.11无线局域网中,传统的基于接收到的最强信号和众所周知的MAC协议异常的用户关联会导致接入点(ap)过载,性能差或异构。我们的目标是提出一种替代的博弈论方法来研究联想。我们将联合资源分配和用户关联建模为具有互补性和同伴效应的匹配博弈,其中自私的参与者只对其个人吞吐量感兴趣。利用最近的博弈论结果,我们首先证明了各种资源共享协议实际上属于诱导稳定的资源分配方案集的范围。该游戏广泛使用了纳什讨价还价及其一些相关属性,这些属性允许控制玩家的动机。研究表明,该机制可以大大提高异构节点的802.11效率,减少MAC异常等对等体效应的负面影响。该机制可以在不修改MAC层的情况下,作为虚拟连接管理层实现高效的APs-user关联。
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引用次数: 14
A Game Theoretic Approach for Distributed Resource Allocation and Orchestration of Softwarized Networks 软件网络分布式资源分配与编排的博弈论方法
IF 16.4 1区 计算机科学 Q1 ENGINEERING, ELECTRICAL & ELECTRONIC Pub Date : 2017-03-01 DOI: 10.1109/JSAC.2017.2672278
Salvatore D’oro, L. Galluccio, S. Palazzo, G. Schembra
Softwarization of networks allows simplifying deployment, configuration, and management of network functions. The driving force toward this evolution is represented by software defined networking that allows more flexible and dynamic network resource allocation and management. The efficient allocation and orchestration of network resources is of extreme importance for this softwarization process, and many centralized solutions have been proposed. However, they are complex and exhibit scalability issues. So, distributed solutions are to be preferred but, in order to be effective, should quickly converge towards equilibrium solutions. In this paper, we focus on making distributed resource allocation and orchestration a viable approach, and prove convergence of the relevant mechanisms. Specifically, we exploit game theory to model interactions between users requesting network functions and servers providing these functions. Accordingly, a two-stage Stackelberg game is presented, where servers act as leaders of the game and users as followers. Servers have conflicting interests and try to maximize their utility; users, on the other hand, use a replicator behavior and try to imitate other user’s decisions to improve their benefit. The framework proves the existence and uniqueness of an equilibrium, and a learning mechanism to converge to such equilibrium is proposed. Numerical results show the effectiveness of the approach.
网络的软件化可以简化网络功能的部署、配置和管理。软件定义的网络支持更灵活和动态的网络资源分配和管理,这是推动这种演变的动力。网络资源的有效分配和编排对这一软件化过程至关重要,已经提出了许多集中的解决方案。但是,它们很复杂,并且存在可伸缩性问题。因此,分布式解决方案是首选,但为了有效,应该迅速收敛于平衡解决方案。在本文中,我们着重于使分布式资源分配和编排成为一种可行的方法,并证明了相关机制的收敛性。具体来说,我们利用博弈论来模拟请求网络功能的用户和提供这些功能的服务器之间的交互。因此,我们提出了一个两阶段的Stackelberg游戏,其中服务器作为游戏的领导者,用户作为追随者。服务器有利益冲突,并试图最大化他们的效用;另一方面,用户使用复制者行为,并试图模仿其他用户的决策来提高自己的利益。该框架证明了均衡的存在性和唯一性,并提出了收敛到该均衡的学习机制。数值结果表明了该方法的有效性。
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引用次数: 43
A Leader–Follower Controlled Markov Stopping Game for Delay Tolerant and Opportunistic Resource Sharing Networks 容错和机会资源共享网络的领导者-追随者控制的马尔可夫停止博弈
IF 16.4 1区 计算机科学 Q1 ENGINEERING, ELECTRICAL & ELECTRONIC Pub Date : 2017-03-01 DOI: 10.1109/JSAC.2017.2659581
Xiaofan He, H. Dai, P. Ning, R. Dutta
In various resource sharing networks, opportunistic resources with dynamic quality are often present for the users to exploit. As many user tasks are delay-tolerant, this favorably allows the network users to wait for and access the opportunistic resource at the time of its best quality. For such delay-tolerant and opportunistic resource sharing networks, the resource accessing strategies developed in the literature suffer from three limitations. First, they mainly focused on single-user scenarios, whereas the competition from other users is ignored. Second, the influence from the resource seller who may take actions to manipulate the resource sharing procedure is not considered. Third, the impact of the actions from both the network users and the resource seller on the resource quality dynamics is not considered either. To overcome these limitations, a leader–follower controlled Markov stopping game (LF-C-MSG) is developed in this paper. The derived Stackelberg equilibrium strategy of the LF-C-MSG can be used to guide the behaviors of both the network users and the resource seller for better performance and resource utilization efficiency. Two exemplary applications of the proposed LF-C-MSG are presented, along with corresponding numerical results to verify the effectiveness of the proposed framework.
在各种资源共享网络中,经常存在具有动态质量的机会资源供用户利用。由于许多用户任务是延迟容忍的,这有利地允许网络用户在机会资源的最佳质量时等待和访问机会资源。对于这种容忍延迟和机会主义的资源共享网络,文献中开发的资源访问策略受到三个限制。首先,他们主要关注单用户场景,而忽略了来自其他用户的竞争。其次,没有考虑可能采取行动操纵资源共享程序的资源销售者的影响。第三,也没有考虑网络用户和资源销售者的行为对资源质量动态的影响。为了克服这些限制,本文开发了一个领导者-追随者控制的马尔可夫停止博弈(LF-C-MSG)。LF-C-MSG的Stackelberg均衡策略可以用来指导网络用户和资源销售商的行为,以获得更好的性能和资源利用效率。给出了所提出的LF-C-MSG的两个示例性应用,以及相应的数值结果,以验证所提出的框架的有效性。
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引用次数: 4
A Bi-Level Game Approach to Attack-Aware Cyber Insurance of Computer Networks 计算机网络攻击感知网络保险的双层博弈方法
IF 16.4 1区 计算机科学 Q1 ENGINEERING, ELECTRICAL & ELECTRONIC Pub Date : 2017-03-01 DOI: 10.1109/JSAC.2017.2672378
Rui Zhang, Quanyan Zhu, Y. Hayel
Cyber insurance is a valuable approach to mitigate further the cyber risk and its loss in addition to the deployment of technological cyber defense solutions, such as intrusion detection systems and firewalls. An effective cyber insurance policy can reduce the number of successful cyber attacks by incentivizing the adoption of preventative measures and the implementation of best practices of the users. To study cyber insurance in a holistic manner, we first establish a bi-level game-theoretic model that nests a zero-sum game in a moral-hazard type of principal-agent game to capture complex interactions between a user, an attacker, and the insurer. The game framework provides an integrative view of the cyber insurance and enables a systematic design of incentive compatible and attack-aware insurance policy. The framework is further extended to study a network of users and their risk interdependencies. We completely characterize the equilibrium solutions of the bi-level game. Our analytical results provide a fundamental limit on insurability, predict the Peltzman effect, and reveal the principles of zero operating profit and the linear insurance policy of the insurer. We provide analytical results and numerical experiments to corroborate the analytical results and demonstrate the network effects as a result of the strategic interactions among the three types of players.
除了部署入侵检测系统和防火墙等技术网络防御解决方案外,网络保险是进一步减轻网络风险及其损失的一种有价值的方法。有效的网络保险政策可以通过激励用户采取预防措施和实施最佳实践来减少成功的网络攻击次数。为了从整体上研究网络保险,我们首先建立了一个双层博弈论模型,该模型在道德风险型的委托代理博弈中嵌入零和博弈,以捕捉用户、攻击者和保险人之间的复杂交互。游戏框架提供了一个网络保险的综合视图,使激励兼容和攻击意识保险政策的系统设计成为可能。该框架进一步扩展到研究用户网络及其风险相互依赖关系。我们完整地刻画了双能级对策的均衡解。我们的分析结果提供了可保性的基本限制,预测了佩尔兹曼效应,揭示了零营业利润原则和保险公司的线性保险政策。我们提供了分析结果和数值实验来证实分析结果,并证明了三种类型的参与者之间的战略互动所产生的网络效应。
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引用次数: 56
Friendly Jamming in a MIMO Wiretap Interference Network: A Nonconvex Game Approach MIMO有线抽头干扰网络中的友好干扰:一种非凸博弈方法
IF 16.4 1区 计算机科学 Q1 ENGINEERING, ELECTRICAL & ELECTRONIC Pub Date : 2017-03-01 DOI: 10.1109/JSAC.2017.2659580
Peyman Siyari, M. Krunz, Diep N. Nguyen
We consider joint optimization of artificial noise (AN) and information signals in a MIMO wiretap interference network, wherein the transmission of each link may be overheard by several MIMO-capable eavesdroppers. Each information signal is accompanied with AN, generated by the same user to confuse nearby eavesdroppers. Using a noncooperative game, a distributed optimization mechanism is proposed to maximize the secrecy rate of each link. The decision variables here are the covariance matrices for the information signals and ANs. However, the nonconvexity of each link’s optimization problem (i.e., best response) makes conventional convex games inapplicable, even to find whether a Nash equilibrium (NE) exists. To tackle this issue, we analyze the proposed game using a relaxed equilibrium concept, called quasi-NE (QNE). Under a constraint qualification condition for each player’s problem, the set of QNEs includes the NE of the proposed game. We also derive the conditions for the existence and uniqueness of the resulting QNE. It turns out that the uniqueness conditions are too restrictive, and do not always hold in typical network scenarios. Thus, the proposed game often has multiple QNEs, and convergence to a QNE is not always guaranteed. To overcome these issues, we modify the utility functions of the players by adding several specific terms to each utility function. The modified game converges to a QNE even when multiple QNEs exist. Furthermore, players have the ability to select a desired QNE that optimizes a given social objective (e.g., sum rate or secrecy sum rate). Depending on the chosen objective, the amount of signaling overhead as well as the performance of resulting QNE can be controlled. Simulations show that not only can we guarantee the convergence to a QNE, but also due to the QNE selection mechanism, we can achieve a significant improvement in terms of secrecy sum rate and power efficiency, especially in dense networks.
我们考虑了MIMO窃听干扰网络中人工噪声(AN)和信息信号的联合优化,其中每个链路的传输可能被几个MIMO窃听者窃听。每个信息信号都伴随着由同一用户产生的AN,以迷惑附近的窃听者。利用非合作博弈,提出了一种分布式优化机制,使各链路的保密率最大化。这里的决策变量是信息信号和an的协方差矩阵。然而,每个环节的优化问题(即最佳对策)的非凸性使得传统的凸对策不适用,即使是寻找纳什均衡(NE)是否存在。为了解决这个问题,我们使用一个称为准ne (QNE)的放松均衡概念来分析所提出的博弈。在每个玩家问题的约束限定条件下,qne集合包括所提议游戏的NE。我们还推导了所得到的QNE的存在唯一性的条件。事实证明,唯一性条件限制太大,在典型的网络场景中并不总是成立。因此,所提出的博弈通常有多个QNE,并不能保证收敛到一个QNE。为了克服这些问题,我们通过在每个效用函数中添加几个特定的术语来修改玩家的效用函数。即使存在多个QNE,修改后的博弈也收敛于一个QNE。此外,玩家有能力选择一个理想的QNE,以优化给定的社交目标(例如,总和率或保密总和率)。根据所选择的目标,可以控制信令开销的数量以及所产生的QNE的性能。仿真结果表明,该算法不仅可以保证收敛到QNE,而且由于QNE的选择机制,在保密和速率和功率效率方面取得了显著的提高,特别是在密集网络中。
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引用次数: 21
Cloud Storage Defense Against Advanced Persistent Threats: A Prospect Theoretic Study 云存储对高级持续性威胁的防御:展望理论研究
IF 16.4 1区 计算机科学 Q1 ENGINEERING, ELECTRICAL & ELECTRONIC Pub Date : 2017-03-01 DOI: 10.1109/JSAC.2017.2659418
Liang Xiao, Dongjin Xu, Caixia Xie, N. Mandayam, H. Poor
Cloud storage is vulnerable to advanced persistent threats (APTs), in which an attacker launches stealthy, continuous, and targeted attacks on storage devices. In this paper, prospect theory (PT) is applied to formulate the interaction between the defender of a cloud storage system and an APT attacker who makes subjective decisions that sometimes deviate from the results of expected utility theory, which is a basis of traditional game theory. In the PT-based cloud storage defense game with pure strategy, the defender chooses a scan interval for each storage device and the subjective APT attacker chooses his or her interval of attack against each device. A mixed-strategy subjective storage defense game is also investigated, in which each subjective defender and APT attacker acts under uncertainty about the action of its opponent. The Nash equilibria (NEs) of both games are derived, showing that the subjective view of an APT attacker can improve the utility of the defender. A Q-learning-based APT defense scheme that the storage defender can apply without being aware of the APT attack model or the subjectivity model of the attacker in the dynamic APT defense game is also proposed. Simulation results show that the proposed defense scheme suppresses the attack motivation of subjective APT attackers and improves the utility of the defender, compared with the benchmark greedy defense strategy.
云存储易受高级持续威胁(APT)的攻击,攻击者会对存储设备发起隐蔽、连续和有针对性的攻击。本文应用前景理论(PT)来描述云存储系统的防御者和APT攻击者之间的交互,APT攻击者做出的主观决策有时会偏离预期效用理论的结果,这是传统博弈论的基础。在纯策略的基于PT的云存储防御游戏中,防御者为每个存储设备选择一个扫描间隔,主观APT攻击者选择他或她对每个设备的攻击间隔。还研究了一个混合策略的主观存储防御游戏,其中每个主观防御者和APT攻击者都在对手行动的不确定性下行动。推导了两种博弈的纳什均衡(NE),表明APT攻击者的主观观点可以提高防御者的效用。还提出了一种基于Q学习的APT防御方案,存储防御者可以在不知道APT攻击模型或攻击者在动态APT防御游戏中的主观模型的情况下应用该方案。仿真结果表明,与基准贪婪防御策略相比,该防御方案抑制了主观APT攻击者的攻击动机,提高了防御者的效用。
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引用次数: 81
Workload Factoring and Resource Sharing via Joint Vertical and Horizontal Cloud Federation Networks 通过垂直和水平联合云联合网络实现工作负载分解和资源共享
IF 16.4 1区 计算机科学 Q1 ENGINEERING, ELECTRICAL & ELECTRONIC Pub Date : 2017-03-01 DOI: 10.1109/JSAC.2017.2659498
Haipeng Chen, Bo An, D. Niyato, Y. Soh, C. Miao
In cloud computing, a private (secondary) cloud can: 1) outsource workload to public (primary) clouds via vertical federation or 2) share resources with other secondary clouds through horizontal federation to enhance its service quality. While there have been attempts to establish a joint vertical and horizontal cloud federation (VHCF), little is known regarding the economic aspects (e.g., what stable cooperation pattern will form, will it improve efficiency) of such a complex cloud network, where secondary clouds are self-interested. To fill the gap, we analyze the interrelated workload factoring and federation formation among secondary clouds, while providing scalable algorithms to assist them to optimally select partners and outsource workload. We use a game theoretic approach to model the federation formation of clouds as a coalition game with externalities. We adopt a pessimistic core to characterize the cooperation stability and formulate its computation as a bilevel optimization problem. The properties of the problem are explored and efficient algorithms are developed to solve it. Experimental results show that the two common practices (no-cooperation and all-in-one federation) are not always stable. The results also show that compared with the two common practices, secondary clouds can decrease service delay penalty by around 11% with the proposed VHCF network.
在云计算中,私有(辅助)云可以:1)通过垂直联合将工作负载外包给公共(主)云,或者2)通过水平联合与其他辅助云共享资源,以提高其服务质量。虽然已经有人尝试建立一个垂直和水平的联合云联盟(VHCF),但对于这种复杂的云网络的经济方面(例如,将形成什么样的稳定合作模式,它是否会提高效率)知之甚少,其中次级云是自利的。为了填补这一空白,我们分析了辅助云之间相互关联的工作负载分解和联邦形成,同时提供了可扩展的算法来帮助它们最佳地选择合作伙伴和外包工作负载。我们使用博弈论的方法来模拟云的联盟形成作为一个具有外部性的联盟博弈。我们采用悲观核来描述合作稳定性,并将其计算表述为一个双层优化问题。研究了该问题的性质,并提出了求解该问题的有效算法。实验结果表明,两种常见的做法(不合作和一体化联盟)并不总是稳定的。结果还表明,与两种常见的做法相比,二次云可以减少约11%的业务延迟损失。
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引用次数: 25
Topology Design Games and Dynamics in Adversarial Environments 对抗环境中的拓扑设计、博弈和动力学
IF 16.4 1区 计算机科学 Q1 ENGINEERING, ELECTRICAL & ELECTRONIC Pub Date : 2017-03-01 DOI: 10.1109/JSAC.2017.2659582
E. Ciftcioglu, Siddharth Pal, K. Chan, D. Cansever, A. Swami, Ambuj K. Singh, P. Basu
We study the problem of network topology design within a set of policy-compliant topologies as a game between a designer and an adversary. At any time instant, the designer aims to operate the network in an optimal topology within the set of policy compliant topologies with respect to a desired network property. Simultaneously, the adversary counters the designer trying to force operation in a suboptimal topology. Specifically, if the designer and the attacker choose the same link in the current topology to defend/grow and attack, respectively, then the latter is thwarted. However, if the defender does not correctly guess where the attacker is going to attack, and, hence, acts elsewhere, the topology reverts to the best policy-compliant configuration after a successful attack. We show the existence of various mixed strategy equilibria in this game and systematically study its structural properties. We study the effect of parameters, such as probability of a successful attack, and characterize the steady state behavior of the underlying Markov chain. While the intuitive adversarial strategy here is to attack the most important links, the Nash equilibrium strategy is for the designer to defend the most crucial links and for the adversary to focus attack on the lesser crucial links. We validate these properties through two use cases with example sets of network topologies. Next, we consider a multi-stage framework where the designer is not only interested in the instantaneous network property costs but a discounted sum of costs over many time instances. We establish structural properties of the equilibrium strategies in the multi-stage setting, and also demonstrate that applying algorithms based on the Q-Learning and Rollout methods can result in significant benefits for the designer compared with strategies resulting from a one-shot based game.
我们研究了一组符合策略的拓扑中的网络拓扑设计问题,作为设计者和对手之间的博弈。在任何时刻,设计者的目标都是在一组策略兼容的拓扑中,根据期望的网络属性以最优拓扑操作网络。同时,对手会反对设计者试图在次优拓扑中强制操作。具体来说,如果设计者和攻击者在当前拓扑中选择相同的链路分别进行防御/增长和攻击,则后者将受到挫败。但是,如果防御者没有正确猜测攻击者的攻击位置,从而在其他地方进行攻击,则在攻击成功后,拓扑将恢复到符合策略的最佳配置。在此博弈中,我们证明了各种混合策略均衡的存在性,并系统地研究了其结构性质。我们研究了参数的影响,如成功攻击的概率,并表征了底层马尔可夫链的稳态行为。直觉上的对抗策略是攻击最重要的环节,而纳什均衡策略则是让设计师保护最关键的环节,让对手集中攻击次要的环节。我们通过两个使用网络拓扑示例集的用例来验证这些属性。接下来,我们考虑一个多阶段框架,其中设计者不仅对瞬时网络属性成本感兴趣,而且对许多时间实例的贴现成本感兴趣。我们建立了多阶段均衡策略的结构属性,并证明了与单次博弈产生的策略相比,应用基于Q-Learning和Rollout方法的算法可以为设计者带来显著的好处。
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引用次数: 10
期刊
IEEE Journal on Selected Areas in Communications
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