Related papers: The Flow Fingerprinting Game
We study the problem of sensor scheduling for an intrusion detection task. We model this as a two-player zero-sum game over a graph, where the defender (Player 1) seeks to identify the optimal strategy for scheduling sensor orientations to…
Online reviews provide product evaluations for customers to make decisions. Unfortunately, the evaluations can be manipulated using fake reviews ("spams") by professional spammers, who have learned increasingly insidious and powerful…
This work aims at developing a power control framework to jointly optimize energy efficiency (measured in bit/Joule) and delay in wireless networks. A multi-objective approach is taken to deal with both performance metrics, while ensuring a…
This paper addresses the problem of fair equilibrium selection in graphical games. Our approach is based on the data structure called the {\em best response policy}, which was proposed by Kearns et al. \cite{kls} as a way to represent all…
We address the generalized Nash equilibrium seeking problem in a partial-decision information scenario, where each agent can only exchange information with some neighbors, although its cost function possibly depends on the strategies of all…
In this paper, we study the distributed generalized Nash equilibrium seeking problem of non-cooperative games in dynamic environments. Each player in the game aims to minimize its own time-varying cost function subject to a local action…
This thesis focuses on link scheduling in wireless mesh networks by taking into account physical layer characteristics. The assumption made throughout is that a packet is received successfully only if the Signal to Interference and Noise…
In this paper, the generalized Nash equilibrium (GNE) seeking problem for continuous games with coupled affine inequality constraints is investigated in a partial-decision information scenario, where each player can only access its…
The sophistication and diversity of contemporary cyberattacks have rendered the use of proxies, gateways, firewalls, and encrypted tunnels as a standalone defensive strategy inadequate. Consequently, the proactive identification of data…
This paper presents a general closed graph property for (randomized strategy) Nash equilibrium correspondence in large games. In particular, we show that for any large game with a convergent sequence of fiinite-player games, the limit of…
In this paper we consider a stochastic game for modelling the interactions between smugglers and a patroller along a border. The problem we examine involves a group of cooperating smugglers making regular attempts to bring small amounts of…
This paper investigates Nash equilibrium (NE) seeking problems for noncooperative games over multi-players networks with finite bandwidth communication. A distributed quantized algorithm is presented, which consists of local gradient play,…
This paper considers the competitive resource allocation problem in Multiple-Input Multiple-Output (MIMO) interfering channels, when users maximize their energy efficiency. Considering each transmitter-receiver pair as a selfish player,…
The increasing complexity of AI workloads, especially distributed Large Language Model (LLM) training, places significant strain on the networking infrastructure of parallel data centers and supercomputing systems. While Equal-Cost Multi-…
Botnets could autonomously infect, propagate, communicate and coordinate with other members in the botnet, enabling cybercriminals to exploit the cumulative computing and bandwidth of its bots to facilitate cybercrime. Traditional detection…
As one of the most popular south-bound protocol of software-defined networking(SDN), OpenFlow decouples the network control from forwarding devices. It offers flexible and scalable functionality for networks. These advantages may cause…
This paper investigates the strategic concealment of environment representations used by players in competitive games. We consider a defense scenario in which one player (the Defender) seeks to infer and exploit the representation used by…
Low delay is an explicit requirement for applications such as cloud gaming and video conferencing. Delay-based congestion control can achieve the same throughput but significantly smaller delay than loss-based one and is thus ideal for…
We investigate the explainability of graph neural networks (GNNs) as a step toward elucidating their working mechanisms. While most current methods focus on explaining graph nodes, edges, or features, we argue that, as the inherent…
This paper considers the non-cooperative maximization of mutual information in the vector Gaussian interference channel in a fully distributed fashion via game theory. This problem has been widely studied in a number of works during the…