Related papers: The Flow Fingerprinting Game
Anomaly detection is a method for discovering unusual and suspicious behavior. In many real-world scenarios, the examined events can be directly linked to the actions of an adversary, such as attacks on computer networks or frauds in…
We investigate asynchronous distributed algorithms with delayed information for seeking generalized Nash equilibrium over multi-agent networks. The considered game model has all players' local decisions coupled with a shared affine…
A distributed Nash equilibrium seeking algorithm is presented for networked games. We assume an incomplete information available to each player about the other players' actions. The players communicate over a strongly connected digraph to…
In this work a four terminal Gaussian network composed of a source, a destination, an eavesdropper and a jammer relay is studied. The jammer relay does not hear the source transmission. It assists the eavesdropper and aims to decrease the…
We propose average unfairness as a new measure of fairness in routing games, defined as the ratio between the average latency and the minimum latency experienced by users. This measure is a natural complement to two existing unfairness…
The distributed computation of a Nash equilibrium in aggregative games is gaining increased traction in recent years. Of particular interest is the mediator-free scenario where individual players only access or observe the decisions of…
Game theory is a very profound study on distributed decision-making behavior and has been extensively developed by many scholars. However, many existing works rely on certain strict assumptions such as knowing the opponent's private…
When multiple users share a common link in direct transmission, packet loss and network collision may occur due to the simultaneous arrival of traffics at the source node. To tackle this problem, users may resort to an indirect path: the…
The fingerprinting game is analysed when the coalition size $k$ is known to the tracer, but the colluders can distribute themselves across $L$ TV channels. The collusion channel is introduced and the extra degrees of freedom for the…
This paper considers the problem of designing physical watermark signals in order to optimally detect possible replay attack in a linear time-invariant system, under the assumption that the system parameters are unknown and need to be…
This paper considers a distributed Nash equilibrium seeking problem, where the players only have partial access to other players' actions, such as their neighbors' actions. Thus, the players are supposed to communicate with each other to…
This paper considers the privacy-preserving Nash equilibrium seeking strategy design for a class of networked aggregative games, in which the players' objective functions are considered to be sensitive information to be protected. In…
As our ground transportation infrastructure modernizes, the large amount of data being measured, transmitted, and stored motivates an analysis of the privacy aspect of these emerging cyber-physical technologies. In this paper, we consider…
This paper considers a game-theoretic framework for distributed machine learning problems over networks where the information acquisition at a node is modeled as a rational choice of a player. In the proposed game, players decide both the…
Modern random access mechanisms combine packet repetitions with multi-user detection mechanisms at the receiver to maximize the throughput and reliability in massive Internet of Things (IoT) scenarios. However, optimizing the access policy,…
In this paper, we aim to develop distributed continuous-time algorithms over directed graphs to seek the Nash equilibrium in a noncooperative game. Motivated by the recent consensus-based designs, we present a distributed algorithm with a…
In this paper, we propose an asynchronous distributed algorithm for the computation of generalized Nash equilibria in noncooperative games, where the players interact via an undirected communication graph. Specifically, we extend the paper…
In nature and society problems arise when different interests are difficult to reconcile, which are modeled in game theory. While most applications assume uncorrelated games, a more detailed modeling is necessary to consider the…
Traditional network interdiction refers to the problem of an interdictor trying to reduce the throughput of network users by removing network edges. In this paper, we propose a new paradigm for network interdiction that models scenarios,…
The occurrence of diffusion on a graph is a prevalent and significant phenomenon, as evidenced by the spread of rumors, influenza-like viruses, smart grid failures, and similar events. Comprehending the behaviors of flow is a formidable…