Related papers: Security Through Entertainment: Experiences Using …
Security questions are one of the techniques used in fall-back authentication to retrieve forgotten passwords. This paper proposes a game design which aims to improve usability of system-generated security questions. In our game design, we…
This paper considers a game-theoretic formulation of the covert communications problem with finite blocklength, where the transmitter (Alice) can randomly vary her transmit power in different blocks, while the warden (Willie) can randomly…
Consider a scenario where Alice wishes to send a message $m$ to Bob in a time-slotted wireless network. However, there exists an adversary, Carol, who aims to prevent the transmission of $m$ by jamming the communication channel. There is a…
We introduce a gossip-like protocol for covert message passing between Alice and Bob as they move in an area watched over by a warden Willie. The area hosts a multitude of Internet of (Battlefield) Things (Io\b{eta}T) objects. Alice and Bob…
With the advent of the Internet of Things (IoT), establishing a secure channel between smart devices becomes crucial. Recent research proposes zero-interaction pairing (ZIP), which enables pairing without user assistance by utilizing…
Strategic interactions ranging from politics and pharmaceuticals to e-commerce and social networks support equilibria in which agents with private information manipulate others which are vulnerable to deception. Especially in cyberspace and…
Due to the prevalence of online services in modern society, such as internet banking and social media, it is important for users to have an understanding of basic security measures in order to keep themselves safe online. However, users…
Bluetooth is a pervasive wireless communication technology used by billions of devices for short-range connectivity. The security of Bluetooth relies on the pairing process, where devices establish shared long-term keys for secure…
Next-generation wireless networks are progressing beyond conventional connectivity to incorporate emerging sensing and computing capabilities. This convergence gives rise to integrated systems that enable not only uninterrupted…
We consider games played on the transition graph of concurrent programs running under the Total Store Order (TSO) weak memory model. Games are frequently used to model the interaction between a system and its environment, in this case…
In this paper, we address the caching problem in small cell networks from a game theoretic point of view. In particular, we formulate the caching problem as a many-to-many matching game between small base stations and service providers'…
Fingerprinting is a technique in communication complexity in which two parties (Alice and Bob) with large data sets send short messages to a third party (a referee), who attempts to compute some function of the larger data sets. For the…
We consider a simple streaming game between two players Alice and Bob, which we call the mirror game. In this game, Alice and Bob take turns saying numbers belonging to the set $\{1, 2, \dots,2N\}$. A player loses if they repeat a number…
Suppose that a transmitter Alice potentially wishes to communicate with a receiver Bob over an adversarially jammed binary channel. An active adversary James eavesdrops on their communication over a binary symmetric channel (BSC(q)), and…
For the Internet-of-unmanned aerial vehicles (UAVs) some challenges in broadcasting and from new points of view are explored. In this paper, first, we investigate a single broadcast transceiver. From a control of noisy-channel viewpoint, we…
In a variant of communication tasks, players cooperate in choosing their local strategies to compute a given task later, working separately. Utilizing quantum bits for communication and sharing entanglement between parties is a recognized…
In collaborative goal-oriented settings, the participants are not only interested in achieving a successful outcome, but do also implicitly negotiate the effort they put into the interaction (by adapting to each other). In this work, we…
This paper develops a game-theoretic framework for the design and analysis of a new class of incentive schemes called intervention schemes. We formulate intervention games, propose a solution concept of intervention equilibrium, and prove…
We consider games played on the transtion graph of concurrent programs running under the Total Store Order (TSO) weak memory model. Games are frequently used to model the interaction between a system and its environment, in this case…
Nowadays, mobile users have a vast number of applications and services at their disposal. Each of these might impose some privacy threats on users' "Personally Identifiable Information" (PII). Location privacy is a crucial part of PII, and…