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We initiate the analysis of the response of computer owners to various offers of defence systems against a cyber-hacker (for instance, a botnet attack), as a stochastic game of a large number of interacting agents. We introduce a simple…
Security challenges accompany the efficiency. The pervasive integration of information and communications technologies (ICTs) makes cyber-physical systems vulnerable to targeted attacks that are deceptive, persistent, adaptive and…
Identifying the actual adversarial threat against a system vulnerability has been a long-standing challenge for cybersecurity research. To determine an optimal strategy for the defender, game-theoretic based decision models have been widely…
What is a finite-state strategy in a delay game? We answer this surprisingly non-trivial question and present a very general framework for computing such strategies: they exist for all winning conditions that are recognized by automata with…
This paper proposes a new perspective on the conventional planar target tracking problem. One evader and one pursuer are considered in the dynamics. In the planar tracking, pursuer has the ability to measure the position and the velocity…
We consider a pursuit-evasion differential game with a Hybrid system of dynamics in Hilbert space with integral constraints on the control functions of players. We show that the pursuer has a winning strategy.
The containment game is a full information game for two players, initialised with a set of occupied vertices in an infinite connected graph $G$. On the $t$-th turn, the first player, called Spreader, extends the occupied set to $g(t)$…
Reactive defense mechanisms, such as intrusion detection systems, have made significant efforts to secure a system or network for the last several decades. However, the nature of reactive security mechanisms has limitations because…
What is a finite-state strategy in a delay game? We answer this surprisingly non-trivial question by presenting a very general framework that allows to remove delay: finite-state strategies exist for all winning conditions where the…
Moving Target Defense (MTD) is commonly formulated as a repeated security game to mitigate persistent threats. Although the strong Stackelberg equilibrium (SSE) characterizes the defender's optimal strategy in the leader-follower framework,…
This paper studies a system security problem in the context of observability based on a two-person noncooperative infinitely repeated game. Both the attacker and the defender have means to modify the dimension of the unobservable subspace,…
The Transformer, a highly expressive architecture for sequence modeling, has recently been adapted to solve sequential decision-making, most notably through the Decision Transformer (DT), which learns policies by conditioning on desired…
Maintaining the security of control systems in the presence of integrity attacks is a significant challenge. In literature, several possible attacks against control systems have been formulated including replay, false data injection, and…
The results of a learning process depend on the input data. There are cases in which an adversary can strategically tamper with the input data to affect the outcome of the learning process. While some datasets are difficult to attack, many…
Consider the following Maker-Breaker game. Fix a finite subset $S\subset\mathbb{N}$ of the naturals. The players Maker and Breaker take turns choosing previously unclaimed natural numbers. Maker wins by eventually building a homothetic copy…
We consider a model of two competing microswimming agents engaged in a pursue-evasion task within a low-Reynolds-number environment. Agents can only perform simple maneuvers and sense hydrodynamic disturbances, which provide ambiguous…
We study Maker--Breaker total domination game played by two players, Dominator and Staller, on the connected cubic graphs. Staller (playing the role of Maker) wins if she manages to claim an open neighbourhood of a vertex. Dominator wins…
We present a new game, Dots & Polygons, played on a planar point set. Players take turns connecting two points, and when a player closes a (simple) polygon, the player scores its area. We show that deciding whether the game can be won from…
We consider a perimeter defense problem in which a single vehicle seeks to defend a compact region from intruders in a one-dimensional environment parameterized by the perimeter size and the intruder-to-vehicle speed ratio. The intruders…
The classical constant-sum 'silent duel' game had two antagonistic marksmen walking towards each other. A more friendly formulation has two equally skilled marksmen approaching targets at which they may silently fire at distances of their…