Related papers: CyberMoraba: A game-based approach enhancing cyber…
Gamification is an effective strategy for motivating and engaging users, which is grounded in business, marketing, and management by designing games in nongame contexts. Gamifying education, which consists of the design and study of…
Offensive Robot Cybersecurity introduces a groundbreaking approach by advocating for offensive security methods empowered by means of automation. It emphasizes the necessity of understanding attackers' tactics and identifying…
In the last few years, serious games have become popular, with a consensus of the benefits for teaching cyber security awareness and education. However, there is still a lack of pedagogical driven methodologies and tools to support serious…
The existing network attack and defense method can be regarded as game, but most of the game only involves network domain, not multiple domain cyberspace. To address this challenge, this paper proposed a multiple domain cyberspace attack…
Cybercriminals increasingly target the human factor rather than continuously advancing technological defense mechanisms. Consequently, institutions that allocate substantial resources to strengthening their cybersecurity infrastructure may…
The increasingly pervasive connectivity of today's information systems brings up new challenges to security. Traditional security has accomplished a long way toward protecting well-defined goals such as confidentiality, integrity,…
Modern cyber attacks unfold through multiple stages, requiring defenders to dynamically prioritize mitigations under uncertainty. While game-theoretic models capture attacker-defender interactions, existing approaches often rely on static…
As cyber threats grow in complexity and scale, many security incidents remain poorly managed due to the lack of proper training among C-level executives. Thus, there is a need for targeted cybersecurity education to enhance executive…
With computing now ubiquitous across government, industry, and education, cybersecurity has become a critical component for every organization on the planet. Due to this ubiquity of computing, cyber threats have continued to grow year over…
Phishing is an online identity theft that aims to steal sensitive information such as username, passwords and online banking details from its victims. Phishing education needs to be considered as a means to combat this threat. This book…
Automated game testing is important for verifying game functionality, but it remains a costly and time-consuming process. Manual testing often misses edge cases, and current automated methods struggle to provide full code coverage. Prior…
Security bugs are errors in code that, when exploited, can lead to serious software vulnerabilities. These bugs could allow an attacker to take over an application and steal information. One of the ways to address this issue is by means of…
Cyberattacks frequently target higher educational institutions, making cybersecurity awareness and resilience critical for students. However, limited research exists on cybersecurity awareness, attitudes, and resilience among students in…
This article examines the integration of IT competitions, in particular Capture The Flag, into an information systems management course to fill skills gaps, particularly in the field of cybersecurity. An educational CTF team has been set up…
Cooperative multi-agent reinforcement learning (c-MARL) has been widely deployed in real-world applications, such as social robots, embodied intelligence, UAV swarms, etc. Nevertheless, many adversarial attacks still exist to threaten…
Modern Tabletop Games present various interesting challenges for Multi-agent Reinforcement Learning. In this paper, we introduce PyTAG, a new framework that supports interacting with a large collection of games implemented in the Tabletop…
Intrusion detection has focused primarily on detecting cyberattacks at the event-level. Since there is such a large volume of network data and attacks are minimal, machine learning approaches have focused on improving accuracy and reducing…
Games have always been popular testbeds for Artificial Intelligence (AI). In the last decade, we have seen the rise of the Multiple Online Battle Arena (MOBA) games, which are the most played games nowadays. In spite of this, there are few…
We introduce the concept of a multi-principal assistance game (MPAG), and circumvent an obstacle in social choice theory, Gibbard's theorem, by using a sufficiently collegial preference inference mechanism. In an MPAG, a single agent…
Decolonization and Indigenous education are at the forefront of Canadian content currently in Academia. Over the last few decades, we have seen some major changes in the way in which we share information. In particular, we have moved into…