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The Deployment-to-Saturation Ratio in Security Games

机译:安全游戏中的部署饱和率

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Stackelberg security games form the backbone of systems like ARMOR, IRIS and PROTECT, which are in regular use by the Los Angeles International Police, US Federal Air Marshal Service and the US Coast Guard respectively. An understanding of the runtime required by algorithms that power such systems is critical to furthering the application of game theory to other real-world domains. This paper identifies the concept of the deployment-to-saturation ratio in random Stackelberg security games, and shows that problem instances for which this ratio is 0.5 are computationally harder than instances with other deployment-to-saturation ratios for a wide range of different equilibrium computation methods, including (ⅰ) previously published different MIP algorithms, and (ⅱ) different underlying solvers and solution mechanisms. This finding has at least two important implications. First, it is important for new algorithms to be evaluated on the hardest problem instances. We show that this has often not been done in the past, and introduce a publicly available benchmark suite to facilitate such comparisons. Second, we provide evidence that this computationally hard region is also one where optimization would be of most benefit to security agencies, and thus requires significant attention from researchers in this area. Furthermore, we use the concept of phase transitions to better understand this computationally hard region. We define a decision problem related to security games, and show that the probability that this problem has a solution exhibits a phase transition as the deployment-to-saturation ratio crosses 0.5. We also demonstrate that this phase transition is invariant to changes both in the domain and the domain representation, and that the phase transition point corresponds to the computationally hardest instances.
机译:Stackelberg安全游戏构成了ARMOR,IRIS和PROTECT之类的系统的骨干,分别由洛杉矶国际警察,美国联邦空军元帅和美国海岸警卫队定期使用。理解为此类系统提供动力的算法所需的运行时间,对于将博弈论的应用进一步推广到其他实际领域至关重要。本文确定了随机Stackelberg安全游戏中的部署饱和度比的概念,并表明在各种不同的均衡条件下,此比率为0.5的问题实例比具有其他部署饱和度比的实例在计算上更困难计算方法,包括(ⅰ)先前发布的不同的MIP算法,以及(ⅱ)不同的基础求解器和求解机制。这一发现至少具有两个重要意义。首先,重要的是要在最困难的问题实例上评估新算法。我们证明了过去通常没有这样做,并引入了一个公开可用的基准套件来促进这种比较。其次,我们提供的证据表明,这一计算困难的区域也是安全机构最受益的最优化区域,因此需要该领域的研究人员给予极大的关注。此外,我们使用相变的概念来更好地理解这个计算困难的区域。我们定义了与安全博弈有关的决策问题,并证明了当部署与饱和比超过0.5时,该问题具有解决方案的概率呈现出相变。我们还证明了此相变对于域和域表示形式的变化都是不变的,并且该相变点对应于计算最困难的实例。

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