70,347 research outputs found

    A Game-Theoretic Framework for Optimum Decision Fusion in the Presence of Byzantines

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    Optimum decision fusion in the presence of malicious nodes - often referred to as Byzantines - is hindered by the necessity of exactly knowing the statistical behavior of Byzantines. By focusing on a simple, yet widely studied, set-up in which a Fusion Center (FC) is asked to make a binary decision about a sequence of system states by relying on the possibly corrupted decisions provided by local nodes, we propose a game-theoretic framework which permits to exploit the superior performance provided by optimum decision fusion, while limiting the amount of a-priori knowledge required. We first derive the optimum decision strategy by assuming that the statistical behavior of the Byzantines is known. Then we relax such an assumption by casting the problem into a game-theoretic framework in which the FC tries to guess the behavior of the Byzantines, which, in turn, must fix their corruption strategy without knowing the guess made by the FC. We use numerical simulations to derive the equilibrium of the game, thus identifying the optimum behavior for both the FC and the Byzantines, and to evaluate the achievable performance at the equilibrium. We analyze several different setups, showing that in all cases the proposed solution permits to improve the accuracy of data fusion. We also show that, in some instances, it is preferable for the Byzantines to minimize the mutual information between the status of the observed system and the reports submitted to the FC, rather than always flipping the decision made by the local nodes as it is customarily assumed in previous works

    Naor-Yung paradigm with shared randomness and applications

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    The Naor-Yung paradigm (Naor and Yung, STOC’90) allows to generically boost security under chosen-plaintext attacks (CPA) to security against chosen-ciphertext attacks (CCA) for public-key encryption (PKE) schemes. The main idea is to encrypt the plaintext twice (under independent public keys), and to append a non-interactive zero-knowledge (NIZK) proof that the two ciphertexts indeed encrypt the same message. Later work by Camenisch, Chandran, and Shoup (Eurocrypt’09) and Naor and Segev (Crypto’09 and SIAM J. Comput.’12) established that the very same techniques can also be used in the settings of key-dependent message (KDM) and key-leakage attacks (respectively). In this paper we study the conditions under which the two ciphertexts in the Naor-Yung construction can share the same random coins. We find that this is possible, provided that the underlying PKE scheme meets an additional simple property. The motivation for re-using the same random coins is that this allows to design much more efficient NIZK proofs. We showcase such an improvement in the random oracle model, under standard complexity assumptions including Decisional Diffie-Hellman, Quadratic Residuosity, and Subset Sum. The length of the resulting ciphertexts is reduced by 50%, yielding truly efficient PKE schemes achieving CCA security under KDM and key-leakage attacks. As an additional contribution, we design the first PKE scheme whose CPA security under KDM attacks can be directly reduced to (low-density instances of) the Subset Sum assumption. The scheme supports keydependent messages computed via any affine function of the secret ke

    Affective games:a multimodal classification system

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    Affective gaming is a relatively new field of research that exploits human emotions to influence gameplay for an enhanced player experience. Changes in player’s psychology reflect on their behaviour and physiology, hence recognition of such variation is a core element in affective games. Complementary sources of affect offer more reliable recognition, especially in contexts where one modality is partial or unavailable. As a multimodal recognition system, affect-aware games are subject to the practical difficulties met by traditional trained classifiers. In addition, inherited game-related challenges in terms of data collection and performance arise while attempting to sustain an acceptable level of immersion. Most existing scenarios employ sensors that offer limited freedom of movement resulting in less realistic experiences. Recent advances now offer technology that allows players to communicate more freely and naturally with the game, and furthermore, control it without the use of input devices. However, the affective game industry is still in its infancy and definitely needs to catch up with the current life-like level of adaptation provided by graphics and animation
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