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A game theoretic model of strategic conflict in cyberspace

机译:网络空间战略冲突的博弈模型

摘要

We study cyber conflict as a strictly competitive, two-person game in discrete time, where each player discovers new exploits according to an independent random process. Upon discovery, the player must decide if and when to exercise a munition based on that exploit. The payoff from using the munition is a function of time that is (generally) increasing. These factors create a basic tension: the longer a player waits to exercise a munition, the greater his payoff because the munition is more mature, but also the greaterthe chance that the opponent will also discover the exploit and nullify the munition. Assuming perfect knowledge and under mild restrictions on the time-dependent payoff function for a munition, we derive optimal exercise strategies and quantify the value of engaging in cyber conflict. Our analysis also leads to high level insights on cyber conflict strategy.
机译:我们将网络冲突作为离散时间的严格竞争的两人游戏进行研究,其中每个玩家根据独立的随机过程发现新的攻击。发现后,玩家必须根据该漏洞决定是否以及何时使用弹药。使用弹药的收益是时间(通常)在增加的函数。这些因素造成了基本的紧张关系:玩家等待使用弹药的时间越长,由于弹药越成熟,其收益就越大,但是对手也会发现利用弹药并使弹药无效的机会就越大。假设知识完善,并且在对弹药的时间依赖性支付功能有轻微限制的情况下,我们得出最佳运动策略并量化参与网络冲突的价值。我们的分析还导致对网络冲突策略的高层次见解。

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