• 제목/요약/키워드: network game

검색결과 689건 처리시간 0.033초

SOCMTD: Selecting Optimal Countermeasure for Moving Target Defense Using Dynamic Game

  • Hu, Hao;Liu, Jing;Tan, Jinglei;Liu, Jiang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제14권10호
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    • pp.4157-4175
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    • 2020
  • Moving target defense, as a 'game-changing' security technique for network warfare, realizes proactive defense by increasing network dynamics, uncertainty and redundancy. How to select the best countermeasure from the candidate countermeasures to maximize defense payoff becomes one of the core issues. In order to improve the dynamic analysis for existing decision-making, a novel approach of selecting the optimal countermeasure using game theory is proposed. Based on the signal game theory, a multi-stage adversary model for dynamic defense is established. Afterwards, the payoffs of candidate attack-defense strategies are quantified from the viewpoint of attack surface transfer. Then the perfect Bayesian equilibrium is calculated. The inference of attacker type is presented through signal reception and recognition. Finally the countermeasure for selecting optimal defense strategy is designed on the tradeoff between defense cost and benefit for dynamic network. A case study of attack-defense confrontation in small-scale LAN shows that the proposed approach is correct and efficient.

Classroom Roll-Call System Based on ResNet Networks

  • Zhu, Jinlong;Yu, Fanhua;Liu, Guangjie;Sun, Mingyu;Zhao, Dong;Geng, Qingtian;Su, Jinbo
    • Journal of Information Processing Systems
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    • 제16권5호
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    • pp.1145-1157
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    • 2020
  • A convolution neural networks (CNNs) has demonstrated outstanding performance compared to other algorithms in the field of face recognition. Regarding the over-fitting problem of CNN, researchers have proposed a residual network to ease the training for recognition accuracy improvement. In this study, a novel face recognition model based on game theory for call-over in the classroom was proposed. In the proposed scheme, an image with multiple faces was used as input, and the residual network identified each face with a confidence score to form a list of student identities. Face tracking of the same identity or low confidence were determined to be the optimisation objective, with the game participants set formed from the student identity list. Game theory optimises the authentication strategy according to the confidence value and identity set to improve recognition accuracy. We observed that there exists an optimal mapping relation between face and identity to avoid multiple faces associated with one identity in the proposed scheme and that the proposed game-based scheme can reduce the error rate, as compared to the existing schemes with deeper neural network.

네트워크 기반 게임 로봇의 설계 및 구현 (Design and Implementation of Game Robot based-on Network)

  • 최찬영;임경미;조석봉;임재현
    • 한국산학기술학회논문지
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    • 제11권7호
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    • pp.2616-2622
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    • 2010
  • 본 논문은 지체장애인을 대상으로 한 네트워크 기반의 장기 게임(Janggi Game) 로봇을 구현하였다. 이를 위해 장기 게임에서 말의 이동은 무선 로봇과 음성인식 기법을 이용하여 설계 및 구현하였으며, 말의 제거와 장애물 처리 등은 물체 이동 알고리즘인 $A^{\ast}$ 알고리즘을 기반으로 하였다. 알고리즘의 구성 요소 및 구현 내용을 통해 지체장 애인의 원활한 장기 게임 진행을 실험하고 물체 이동 알고리즘의 효용성을 증명한다.

Q Learning MDP Approach to Mitigate Jamming Attack Using Stochastic Game Theory Modelling With WQLA in Cognitive Radio Networks

  • Vimal, S.;Robinson, Y. Harold;Kaliappan, M.;Pasupathi, Subbulakshmi;Suresh, A.
    • Journal of Platform Technology
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    • 제9권1호
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    • pp.3-14
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    • 2021
  • Cognitive Radio network (CR) is a promising paradigm that helps the unlicensed user (Secondary User) to analyse the spectrum and coordinate the spectrum access to support the creation of common control channel (CCC). The cooperation of secondary users and broadcasting between them is done through transmitting messages in CCC. In case, if the control channels may get jammed and it may directly degrade the network's performance and under such scenario jammers will devastate the control channels. Hopping sequences may be one of the predominant approaches and it may be used to fight against this problem to confront jammer. The jamming attack can be alleviated using one of the game modelling approach and in this proposed scheme stochastic games has been analysed with more single users to provide the flexible control channels against intrusive attacks by mentioning the states of each player, strategies ,actions and players reward. The proposed work uses a modern player action and better strategic view on game theoretic modelling is stochastic game theory has been taken in to consideration and applied to prevent the jamming attack in CR network. The selection of decision is based on Q learning approach to mitigate the jamming nodes using the optimal MDP decision process

MNO와 MVNO 사이의 무선 채널 공유를 위한 게임이론적 모델 (Game Theoretic Model for Radio Channel Sharing between MNO and MVNO)

  • 박재성;김범준
    • 한국정보과학회논문지:정보통신
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    • 제37권4호
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    • pp.312-316
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    • 2010
  • 본 논문에서는 기지국 채널 자원을 MNO(Mobile Network Operator)와 MVNO(Mobile Virtual Network Operator)가 공유할 경우 사업자들에게 채널 자원을 공정하고 효율적으로 할당하기 위한 게임 이론적 모델을 제안한다. 제안 모델은 협상(Bargaining) 게임 이론을 이용하며 MNO와 MVNO의 입력 부하를 고려하여 이들 사이의 기지국 채널 자원을 할당한다. 제안 기법은 사업자별 입력 부하가 비대칭적인 경우 입력 부하가 낮은 사업자보다 입력 부하가 높은 사업자에게 보다 많은 양의 채널을 할당하여 기지국의 채널 이용율을 증가시키며 또한 한 사업자의 과도한 입력 부하로 인해 타 사업자의 서비스 품질이 저하되는 것을 방지한다.

Game-Theoretic Analysis of Selfish Secondary Users in Cognitive Radio Networks

  • Kahsay, Halefom;Jembre, Yalew Zelalem;Choi, Young-June
    • Journal of Communications and Networks
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    • 제17권4호
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    • pp.440-448
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    • 2015
  • In this paper, we study the problem of selfish behavior of secondary users (SUs) based on cognitive radio (CR) with the presence of primary users (PUs). SUs are assumed to contend on a channel using the carrier sense multiple access with collision avoidance (CSMA/CA) and PUs do not consider transmission of SUs, where CSMA/CA protocols rely on the random deference of packets. SUs are vulnerable to selfish attacks by which selfish users could pick short random deference to obtain a larger share of the available bandwidth at the expense of other SUs. In this paper, game theory is used to study the systematic cheating of SUs in the presence of PUs in multichannel CR networks. We study two cases: A single cheater and multiple cheaters acting without any restraint. We identify the Pareto-optimal point of operation of a network with multiple cheaters and also derive the Nash equilibrium of the network. We use cooperative game theory to drive the Pareto optimality of selfish SUs without interfering with the activity of PUs. We show the influence of the activity of PUs in the equilibrium of the whole network.

게임이론에 의한 양면시장에서의 망중립성 분석 (Analysis of Network Neutrality in Two-sided Markets Using Game Theory)

  • 오형술;이재하
    • 산업경영시스템학회지
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    • 제41권3호
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    • pp.162-169
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    • 2018
  • Net neutrality, which has not been a problem, has recently become a problem for ISPs (Internet Service Providers), and their complaints have been paid by domestic platform companies, but overseas global IT companies such as Google and YouTube, generate huge revenues from domestic markets. In this situation, domestic IT companies claim that it is natural to impose more expensive charges or restrict speed on users who generate huge traffic. On the other side, however, the telecommunication network has become an essential public good that is essential to our everyday life, and because it has been given a monopoly position by a private company to efficiently respond to the explosive demand for telecommunication services, It is necessary to provide equal and universal service and fulfill public duty. In this paper, we deal with the network neutrality problem, focusing on the price elasticity between the CP (Contents Provider) and the ISP, rather than the user who is one side of the two-sided market for the already saturated satellites communication market. We present a game model that determines the optimal price for each platform by Nash equilibrium and analyze how the net neutrality affects CP according to the change of exogenous variables through the proposed game model.

워게임 모델과 통신 모델의 연동을 통한 전투력 및 통신시스템 요구 성능의 상호 분석 (Joint Analysis of Combat Power and Communication System via Interoperation of War Game Simulator with Communication Network Simulator)

  • 김탁곤;김덕수;성창호
    • 한국통신학회논문지
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    • 제37C권10호
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    • pp.993-1003
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    • 2012
  • 본 논문은 워게임 모델과 통신 모델을 HLA/RTI를 이용하여 연동 시뮬레이션 함으로써 부대 전투력과 통신 시스템의 요구 성능을 상호 분석하는 방법을 제안한다. 전투 효과도의 분석은 통신 모델의 시뮬레이션을 통해 얻어진 통신 효과도을 반영하여 워게임 모델의 시뮬레이션을 통해 이루어진다. 통신 시스템의 요구 성능 분석은 워게임 모델의 시뮬레이션에 의해 만들어진 작전 시나리오 및 부대 정보를 이용하여 통신 모델의 시뮬레이션을 통해 이루어진다. 이를 위해 연대급 규모 방어 작전을 모델링 및 시뮬레이션 하였으며, 적군의 생존 비율과 아군의 FM 무전기 송신 출력이 상호 분석을 위한 분석 지수로 사용되었다.

소셜 네트워크 게임의 크로스 프로모션의 유용성과 성가심이 게임 몰입에 미치는 영향 (The Impacts of Usefulness and Annoyingness of Cross-Promotion on Users' Flow Experience of Social Network Games)

  • 김동우;이영주
    • 한국게임학회 논문지
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    • 제15권1호
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    • pp.89-100
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    • 2015
  • 본 연구는 경쟁이 치열해지고 상품 주기가 짧아지는 소셜 네트워크 게임의 한계를 극복하고자 게임 개발사가 채택한 크로스 프로모션 전략에 주목하여, 게임 몰입에 미치는 영향에 대해 알아보았다. 연구결과, 게임을 적게 할수록 오락성, 자기표현 요인이 게임 몰입에 영향을 주는 반면, 게임을 많이 할수록 자기표현과 경쟁심리가 게임 몰입에 영향을 주는 것으로 나타났다. 또한, 게임 이용수준과 프로모션 이용 수준에 따라 프로모션에 대한 유용성과 성가심에 대한 인식이 차이가 있는데, 게임을 많이 하고 프로모션을 많이 이용할수록 프로모션의 유용성을 더 많이 인식하고 몰입도가 커지는 것으로 나타났다.