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Topology Design Games and Dynamics in Adversarial Environments

机译:对抗环境中的拓扑设计游戏和动力学

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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.
机译:我们研究了一组符合策略的拓扑中的网络拓扑设计问题,这是设计师和对手之间的博弈。在任何时候,设计人员都旨在针对所需的网络属性,在一组符合策略的拓扑中以最佳拓扑运行网络。同时,对手会反击设计者,试图迫使他们在次优的拓扑结构中进行操作。具体而言,如果设计者和攻击者在当前拓扑中选择相同的链路分别防御/增长和攻击,则后者将受到阻碍。但是,如果防御者没有正确猜测攻击者将要攻击的位置,因此在其他地方采取行动,则在成功攻击后,拓扑将恢复为最佳的策略兼容配置。我们在这个游戏中显示了各种混合策略均衡的存在,并系统地研究了其结构特性。我们研究了参数的影响,例如成功攻击的概率,并描述了潜在马尔可夫链的稳态行为。此处直观的对抗策略是攻击最重要的链接,而纳什均衡策略则是让设计者捍卫最重要的链接,并使对手将攻击重点放在次要的链接上。我们通过带有网络拓扑示例集的两个用例来验证这些属性。接下来,我们考虑一个多阶段框架,在该框架中,设计人员不仅对瞬时网络资产成本感兴趣,而且还对许多时间实例的成本折扣总和感兴趣。我们在多阶段设置中建立了平衡策略的结构属性,并且还证明了与基于单发游戏的策略相比,应用基于Q学习和滚动方法的算法可以为设计人员带来显着的收益。

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