341 research outputs found

    Deception in finitely repeated security games

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    Allocating resources to defend targets from attack is often complicated by uncertainty about the attacker’s capabilities, objectives, or other underlying characteristics. In a repeated interaction setting, the defender can collect attack data over time to reduce this uncertainty and learn an effective defense. However, a clever attacker can manipulate the attack data to mislead the defender, influencing the learning process toward its own benefit. We investigate strategic deception on the part of an attacker with private type information, who interacts repeatedly with a defender. We present a detailed computation and analysis of both players’ optimal strategies given the attacker may play deceptively. Computational experiments illuminate conditions conducive to strategic deception, and quantify benefits to the attacker. By taking into account the attacker’s deception capacity, the defender can significantly mitigate loss from misleading attack actions

    Reputation and honesty in a market for information

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    Previous works on asymmetric information in asset markets tend to focus on the potential gains in the asset market itself. We focus on the market for information and conduct an experimental study to explore, in a game of finite but uncertain duration, whether reputation can be an effective constraint on deliberate misinformation. At the beginning of each period, an uninformed potential asset buyer can purchase information, at a fixed price and from a fully-informed source, about the value of the asset in that period. The informational insiders cannot purchase the asset and are given short-term incentives to provide false information when the asset value is low. Our model predicts that, in accordance with the Folk Theorem, Pareto-superior outcomes featuring truthful revelation should be sustainable. However, this depends critically on beliefs about rationality and behavior. We find that, overall, sellers are truthful 89% of the time. More significantly, the observed frequency of truthfulness is 81% when the asset value is low. Our result is consistent with both mixed-strategy and trigger strategy interpretations and provides evidence that most subjects correctly anticipate rational behavior. We discuss applications to financial markets, media regulation, and the stability of cartels.Asymmetric information, reputation, insider regulation, financial markets, Leex

    Ransomware and reputation

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    open access articleRansomware is a particular form of cyber-attack in which a victim loses access to either his electronic device or files unless he pays a ransom to criminals. A criminal’s ability to make money from ransomware critically depends on victims believing that the criminal will honour ransom payments. In this paper we explore the extent to which a criminal can build trust through reputation. We demonstrate that there are situations in which it is optimal for the criminal to always return the files and situations in which it is not. We argue that the ability to build reputation will depend on how victims distinguish between different ransomware strands. If ransomware is to survive as a long term revenue source for criminals then they need to find ways of building a good reputation

    Pinocchio's Pupil: Using Eyetracking and Pupil Dilation to Understand Truth Telling and Deception in Sender-Receiver Games

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    We report experiments on sender-receiver games with an incentive for senders to exaggerate. Subjects "overcommunicate" -- messages are more informative of the true state than they should be, in equilibrium. Eyetracking shows that senders look at payoffs in a way that is consistent with a level-k model. A combination of sender messages and lookup patterns predicts the true state about twice as often as predicted by equilibrium. Using these measures to infer the state would enable receiver subjects to hypothetically earn 16-21 percent more than they actually do, an economic value of 60 percent of the maximum increment

    A Temporal Framework for Hypergame Analysis of Cyber Physical Systems in Contested Environments

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    Game theory is used to model conflicts between one or more players over resources. It offers players a way to reason, allowing rationale for selecting strategies that avoid the worst outcome. Game theory lacks the ability to incorporate advantages one player may have over another player. A meta-game, known as a hypergame, occurs when one player does not know or fully understand all the strategies of a game. Hypergame theory builds upon the utility of game theory by allowing a player to outmaneuver an opponent, thus obtaining a more preferred outcome with higher utility. Recent work in hypergame theory has focused on normal form static games that lack the ability to encode several realistic strategies. One example of this is when a player’s available actions in the future is dependent on his selection in the past. This work presents a temporal framework for hypergame models. This framework is the first application of temporal logic to hypergames and provides a more flexible modeling for domain experts. With this new framework for hypergames, the concepts of trust, distrust, mistrust, and deception are formalized. While past literature references deception in hypergame research, this work is the first to formalize the definition for hypergames. As a demonstration of the new temporal framework for hypergames, it is applied to classical game theoretical examples, as well as a complex supervisory control and data acquisition (SCADA) network temporal hypergame. The SCADA network is an example includes actions that have a temporal dependency, where a choice in the first round affects what decisions can be made in the later round of the game. The demonstration results show that the framework is a realistic and flexible modeling method for a variety of applications
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