320 research outputs found

    Collusion in Peer-to-Peer Systems

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    Peer-to-peer systems have reached a widespread use, ranging from academic and industrial applications to home entertainment. The key advantage of this paradigm lies in its scalability and flexibility, consequences of the participants sharing their resources for the common welfare. Security in such systems is a desirable goal. For example, when mission-critical operations or bank transactions are involved, their effectiveness strongly depends on the perception that users have about the system dependability and trustworthiness. A major threat to the security of these systems is the phenomenon of collusion. Peers can be selfish colluders, when they try to fool the system to gain unfair advantages over other peers, or malicious, when their purpose is to subvert the system or disturb other users. The problem, however, has received so far only a marginal attention by the research community. While several solutions exist to counter attacks in peer-to-peer systems, very few of them are meant to directly counter colluders and their attacks. Reputation, micro-payments, and concepts of game theory are currently used as the main means to obtain fairness in the usage of the resources. Our goal is to provide an overview of the topic by examining the key issues involved. We measure the relevance of the problem in the current literature and the effectiveness of existing philosophies against it, to suggest fruitful directions in the further development of the field

    Notary-based self-healing mechanism for centralized peer-to-peer infrastructures

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    Centralized architecture, due to its simplicity, fast and reliable user management mechanism (authorization, authentication and lookup) and O(1) searching capability, is still a preferable choice for many P2P-based services. However, it suffers from a “single point of failure” vulnerability, so networks based on this topology are highly vulnerable to DoS attacks or other blocking attempts. This paper describes a new mechanism that can be used for centralized P2P networks to prevent a P2P service unavailability after central server failure. High security level is obtained by using notary servers which track server public key changes and collect social feedback from users. This allows not only to detect popular attacks (like man-in-the middle) but also to assess whether the Central Server (CS) behaves properly. In the case of central server failure or when server becomes compromised, decentralized Condorcet voting is preformed and new CS is selected. Additionally, by incorporating a reputation mechanism which uses two kinds of scores respectively for providing good service and fair evaluation of other peers, the best candidates for a new Central Server can be chosen. Valuable data which is used to rebuild user database in new CS is stored in the encrypted form in peers and updated during the user-peer authorization process. The decryption key is divided between peers using the threshold secret sharing method

    Applications of Repeated Games in Wireless Networks: A Survey

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    A repeated game is an effective tool to model interactions and conflicts for players aiming to achieve their objectives in a long-term basis. Contrary to static noncooperative games that model an interaction among players in only one period, in repeated games, interactions of players repeat for multiple periods; and thus the players become aware of other players' past behaviors and their future benefits, and will adapt their behavior accordingly. In wireless networks, conflicts among wireless nodes can lead to selfish behaviors, resulting in poor network performances and detrimental individual payoffs. In this paper, we survey the applications of repeated games in different wireless networks. The main goal is to demonstrate the use of repeated games to encourage wireless nodes to cooperate, thereby improving network performances and avoiding network disruption due to selfish behaviors. Furthermore, various problems in wireless networks and variations of repeated game models together with the corresponding solutions are discussed in this survey. Finally, we outline some open issues and future research directions.Comment: 32 pages, 15 figures, 5 tables, 168 reference

    Multimedia Social Networks: Game Theoretic Modeling and Equilibrium Analysis

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    Multimedia content sharing and distribution over multimedia social networks is more popular now than ever before: we download music from Napster, share our images on Flickr, view user-created video on YouTube, and watch peer-to-peer television using Coolstreaming, PPLive and PPStream. Within these multimedia social networks, users share, exchange, and compete for scarce resources such as multimedia data and bandwidth, and thus influence each other's decision and performance. Therefore, to provide fundamental guidelines for the better system design, it is important to analyze the users' behaviors and interactions in a multimedia social network, i.e., how users interact with and respond to each other. Game theory is a mathematical tool that analyzes the strategic interactions among multiple decision makers. It is ideal and essential for studying, analyzing, and modeling the users' behaviors and interactions in social networking. In this thesis, game theory will be used to model users' behaviors in social networks and analyze the corresponding equilibria. Specifically, in this thesis, we first illustrate how to use game theory to analyze and model users' behaviors in multimedia social networks by discussing the following three different scenarios. In the first scenario, we consider a non-cooperative multimedia social network where users in the social network compete for the same resource. We use multiuser rate allocation social network as an example for this scenario. In the second scenario, we consider a cooperative multimedia social network where users in the social network cooperate with each other to obtain the content. We use cooperative peer-to-peer streaming social network as an example for this scenario. In the third scenario, we consider how to use the indirect reciprocity game to stimulate cooperation among users. We use the packet forwarding social network as an example. Moreover, the concept of ``multimedia social networks" can be applied into the field of signal and image processing. If each pixel/sample is treated as a user, then the whole image/signal can be regarded as a multimedia social network. From such a perspective, we introduce a new paradigm for signal and image processing, and develop generalized and unified frameworks for classical signal and image problems. In this thesis, we use image denoising and image interpolation as examples to illustrate how to use game theory to re-formulate the classical signal and image processing problems

    Doctor of Philosophy

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    dissertationWe develop a novel framework for friend-to-friend (f2f) distributed services (F3DS) by which applications can easily offer peer-to-peer (p2p) services among social peers with resource sharing governed by approximated levels of social altruism. Our frame- work differs significantly from typical p2p collaboration in that it provides a founda- tion for distributed applications to cooperate based on pre-existing trust and altruism among social peers. With the goal of facilitating the approximation of relative levels of altruism among social peers within F3DS, we introduce a new metric: SocialDistance. SocialDistance is a synthetic metric that combines direct levels of altruism between peers with an altruism decay for each hop to approximate indirect levels of altruism. The resulting multihop altruism levels are used by F3DS applications to proportion and prioritize the sharing of resources with other social peers. We use SocialDistance to implement a novel flash file/patch distribution method, SocialSwarm. SocialSwarm uses the SocialDistance metric as part of its resource allocation to overcome the neces- sity of (and inefficiency created by) resource bartering among friends participating in a BitTorrent swarm. We find that SocialSwarm achieves an average file download time reduction of 25% to 35% in comparison with standard BitTorrent under a variety of configurations and conditions, including file sizes, maximum SocialDistance, as well as leech and seed counts. The most socially connected peers yield up to a 47% decrease in download completion time in comparison with average nonsocial BitTorrent swarms. We also use the F3DS framework to implement novel malware detection application- F3DS Antivirus (F3AV)-and evaluate it on the Amazon cloud. We show that with f2f sharing of resources, F3AV achieves a 65% increase in the detection rate of 0- to 1-day-old malware among social peers as compared to the average of individual scanners. Furthermore, we show that F3AV provides the greatest diversity of mal- ware scanners (and thus malware protection) to social hubs-those nodes that are positioned to provide strategic defense against socially aware malware

    Prosumer communities and relationships in smart grids: A literature review, evolution and future directions

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    Smart grids are robust, self-healing networks that allow bidirectional propagation of energy and information within the utility grid. This introduces a new type of energy user who consumes, produces, stores and shares energy with other grid users. Such a user is called a "prosumer." Prosumers' participation in the smart grid is critical for the sustainability and long-term efficiency of the energy sharing process. Thus, prosumer management has attracted increasing attention among researchers in recent years. This paper systematically examines the literature on prosumer community based smart grid by reviewing relevant literature published from 2009 to 2018 in reputed energy and technology journals. We specifically focus on two dimensions namely prosumer community groups and prosumer relationships. Based on the evaluated literature, we present eight propositions and thoroughly describe several future research directions

    Review of Religion Explained-- The Evolutionary Origins of Religious Thought by Pascal Boyer (2002) (review revised 2019)

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    You can get a quick summary of this book on p 135 or 326. If you are not up to speed on evolutionary psychology, you should first read one of the numerous recent texts with this term in the title. One of the best is "The Handbook of Evolutionary Psychology" 2nd ed by Buss. Until about 15 years ago, ´explanations´ of behavior have not really been explanations of mental processes at all, but rather vague and largely useless descriptions of what people did and what they said, with no insight into why. We might say that people gather to commemorate an event, praise god, receive his (or her or their) blessings, etc., but none of this describes the relevant mental processes, so we might say they are explanations in much the same way that it explains why an apple drops to the ground if we say its because we released it, and it's heavy-there is no mechanism and no explanatory or predictive power. This book continues the elucidation of the genetic basis of human behavior which has been almost universally ignored and denied by academia, religion, politics and the public (see Pinker´s excellent book ``The Blank Slatè`). His statement (p3) that it is meaningless to ask if religion is genetic is mistaken as the percentage of variation of any behavior due to genes and environment can be studied, just as they are for all other behaviors (see e.g., Pinker). The title should be Preliminary Attempts to Explain Some Aspects of Primitive Religion, since he does not treat higher consciousness at all (e.g., satori, enlightenment etc.) which are by far the most interesting phenomena and the only part of religion of personal interest to intelligent, educated people in the 21st century. Reading this entire book, you would never guess such things exist. Likewise, for the immense field of drugs and religion. It lacks a framework for rationality and does not mention the dual systems of thought view which is now so productive. For this I suggest my own recent papers. Nevertheless, the book has much of interest, and in spite of being dated is still worth reading. Those wishing a comprehensive up to date framework for human behavior from the modern two systems view may consult my book ‘The Logical Structure of Philosophy, Psychology, Mind and Language in Ludwig Wittgenstein and John Searle’ 2nd ed (2019). Those interested in more of my writings may see ‘Talking Monkeys--Philosophy, Psychology, Science, Religion and Politics on a Doomed Planet--Articles and Reviews 2006-2019 3rd ed (2019), The Logical Structure of Human Behavior (2019), and Suicidal Utopian Delusions in the 21st Century 4th ed (2019

    A credit-based approach to scalable video transmission over a peer-to-peer social network

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    PhDThe objective of the research work presented in this thesis is to study scalable video transmission over peer-to-peer networks. In particular, we analyse how a credit-based approach and exploitation of social networking features can play a significant role in the design of such systems. Peer-to-peer systems are nowadays a valid alternative to the traditional client-server architecture for the distribution of multimedia content, as they transfer the workload from the service provider to the final user, with a subsequent reduction of management costs for the former. On the other hand, scalable video coding helps in dealing with network heterogeneity, since the content can be tailored to the characteristics or resources of the peers. First of all, we present a study that evaluates subjective video quality perceived by the final user under different transmission scenarios. We also propose a video chunk selection algorithm that maximises received video quality under different network conditions. Furthermore, challenges in building reliable peer-to-peer systems for multimedia streaming include optimisation of resource allocation and design mechanisms based on rewards and punishments that provide incentives for users to share their own resources. Our solution relies on a credit-based architecture, where peers do not interact with users that have proven to be malicious in the past. Finally, if peers are allowed to build a social network of trusted users, they can share the local information they have about the network and have a more complete understanding of the type of users they are interacting with. Therefore, in addition to a local credit, a social credit or social reputation is introduced. This thesis concludes with an overview of future developments of this research work
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