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Linear Loss Function for the Network Blocking Game: An Efficient Model for Measuring Network Robustness and Link Criticality

机译:网络阻塞游戏的线性损耗功能:测量网络鲁棒性和链接临界的有效模型

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In order to design robust networks, first, one has to be able to measure robustness of network topologies. In [1], a game-theoretic model, the network blocking game, was proposed for this purpose, where a network operator and an attacker interact in a zero-sum game played on a network topology, and the value of the equilibrium payoff in this game is interpreted as a measure of robustness of that topology. The payoff for a given pair of pure strategies is based on a loss-in-value function. Besides measuring the robustness of network topologies, the model can be also used to identify critical edges that are likely to be attacked. Unfortunately, previously proposed loss-in-value functions are either too simplistic or lead to a game whose equilibrium is not known to be computable in polynomial time. In this paper, we propose a new, linear loss-in-value function, which is meaningful and leads to a game whose equilibrium is efficiently computable. Furthermore, we show that the resulting game-theoretic robustness metric is related to the Cheeger constant of the topology graph, which is a well-known metric in graph theory.
机译:为了设计鲁棒的网络中,首先,一个有能测量网络拓扑的鲁棒性。在[1]中,博弈论模型中,网络阻塞游戏,提出了用于此目的,其中网络运营商和在网络拓扑中发挥了零和博弈攻击者交互,并且均衡收益的中值这个游戏被解释为拓扑的稳健性措施。对于给定的对纯策略的支付是基于一个失重式值函数。除了测量网络拓扑结构的稳定性,该模型也可以用来识别可能被攻击临界边。不幸的是,先前提出的损失在价值功能是不是太简单或导致其平衡不知道是在多项式时间可计算的游戏。在本文中,我们提出了一个新的,线性的损失在价值功能,这是有意义的,并导致其平衡点是高效计算的一个游戏。此外,我们还表明,导致博弈论的稳健性度量是关系到拓扑图的Cheeger不变,这是图论中一个众所周知的度量。

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