Related papers: Dealing With Curious Players in Secure Networks
We consider imperfect information stochastic games where we require the players to use pure (i.e. non randomised) strategies. We consider reachability, safety, B\"uchi and co-B\"uchi objectives, and investigate the existence of…
Cyberbullying among minors is a pressing concern in our digital society, necessitating effective prevention and intervention strategies. Traditional data collection methods often intrude on privacy and yield limited insights. This study…
Correctness is an emergent property of systems where exposing error is cheaper than committing it. In dynamic, low-trust environments, autonomous AI agents benefit from delegating work to sub-agents, yet correctness cannot be assured…
This Work-In-Progress Paper for the Innovative Practice Category presents a novel experiment in active learning of cybersecurity. We introduced a new workshop on hacking for an existing science-popularizing program at our university. The…
Cybersecurity games are an attractive and popular method of active learning. However, the majority of current games are created for advanced players, which often leads to frustration in less experienced learners. Therefore, we decided to…
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…
Modern distributed communication networks like the Internet and censorship-resistant networks (also a part of the Internet) are characterized by nodes (users) interconnected with one another via communication links. In this regard, the…
We model the formation of networks as a game where players aspire to maximize their own centrality by increasing the number of other players to which they are path-wise connected, while simultaneously incurring a cost for each added…
Modern software systems may exhibit a nondeterministic behavior due to many unpredictable factors. In this work, we propose the node coverage game, a two player turn-based game played on a finite game graph, as a formalization of the…
We define cheat sensitive cryptographic protocols between mistrustful parties as protocols which guarantee that, if either cheats, the other has some nonzero probability of detecting the cheating. We give an example of an unconditionally…
Security questions are one of the mechanisms used to recover passwords. Strong answers to security questions (i.e. high entropy) are hard for attackers to guess or obtain using social engineering techniques (e.g. monitoring of social…
Network analysis is currently used in a myriad of contexts: from identifying potential drug targets to predicting the spread of epidemics and designing vaccination strategies, and from finding friends to uncovering criminal activity.…
In this work, we introduce a game-theoretic model that assesses the cyber-security risk of cloud networks and informs security experts on the optimal security strategies. Our approach combines game theory, combinatorial optimization, and…
We consider a game-theoretic setting to model the interplay between attacker and defender in the context of information flow, and to reason about their optimal strategies. In contrast with standard game theory, in our games the utility of a…
Consider a set of clients in a broadcast network, each of which holds a subset of packets in the ground set X. In the (coded) cooperative data exchange problem, the clients need to recover all packets in X by exchanging coded packets over a…
In the inference attacks studied in Quantitative Information Flow (QIF), the attacker typically tries to interfere with the system in the attempt to increase its leakage of secret information. The defender, on the other hand, typically…
We argue for the use of active learning methods for player modelling. In active learning, the learning algorithm chooses where to sample the search space so as to optimise learning progress. We hypothesise that player modelling based on…
This paper studies a two-player game in which the players face uncertainty regarding the nature of their partner. In this variation of the standard Prisoner's Dilemma, players may encounter an 'honest' type who always cooperates.…
In this work we explore cyberbullying and other toxic behavior in team competition online games. Using a dataset of over 10 million player reports on 1.46 million toxic players along with corresponding crowdsourced decisions, we test…
In imperfect-information games, subgame solving is significantly more challenging than in perfect-information games, but in the last few years, such techniques have been developed. They were the key ingredient to the milestone of superhuman…