45 research outputs found

    Mechanism design and game theoretical models for intrusion detection

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    In this thesis, we study the problems related to intrusion detection systems in Mobile Ad hoc Networks (MANETs). Specifically, we are addressing the leader election in the presence of selfish nodes, the tradeoff between security and IDS's resource consumption, and the multi-fragment intrusion detection via sampling. To balance the resource consumption among all the nodes and prolong the lifetime of a MANET, the nodes with the most remaining resources should be elected as the leaders. Selfishness is one of the main problems facing such a model where nodes can behave selfishly during the election or after. To address this issue, we present a solution based on the theory of mechanism design. More specifically, the solution provides nodes with incentives in the form of reputations to encourage nodes in participating honestly in the election process. The amount of incentives is based on the Vickrey-Clarke-Groves (VCG) mechanism to ensure that truth-telling is the dominant strategy of any node. To catch and punish a misbehaving elected leader, checkers are selected randomly to monitor the behavior of a leader. To reduce the false-positive rate, a cooperative game-theoretic model is proposed to analyze the contribution of each checker on the catch decision. A multi-stage catch mechanism is also introduced to reduce the performance overhead of checkers. Additionally, we propose a series of local election algorithms that lead to globally optimal election results. Note that the leader election model, which is known as moderate model is only suitable when the probability of attacks is low. Once the probability of attacks is high, victims should launch their own IDSs. Such a robust model is, however, costly with respect to energy, which leads nodes to die fast. Clearly, to reduce the resource consumption of IDSs and yet keep its effectiveness, a critical issue is: When should we shift from moderate to robust mode? Here, we formalize this issue as a nonzero-sum non-cooperative game-theoretical model that takes into consideration the tradeoff between security and IDS resource consumption. Last but not least, we consider the problem of detecting multi-fragments intrusions that are launched from a MANET targeting another network. To generalize our solution, we consider the intrusion to be launched from any type of networks. The detection is accomplished by sampling a subset of the transmitted packets over selected network links or router interfaces. Given a sampling budget, our framework aims at developing a network packet sampling strategy to effectively reduce the success chances of an intruder. Non-cooperative game theory is used to express the problem formally. Finally, empirical results are provided to support our solutions

    Cloud Compute-and-Forward with Relay Cooperation

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    We study a cloud network with M distributed receiving antennas and L users, which transmit their messages towards a centralized decoder (CD), where M>=L. We consider that the cloud network applies the Compute-and-Forward (C&F) protocol, where L antennas/relays are selected to decode integer equations of the transmitted messages. In this work, we focus on the best relay selection and the optimization of the Physical-Layer Network Coding (PNC) at the relays, aiming at the throughput maximization of the network. Existing literature optimizes PNC with respect to the maximization of the minimum rate among users. The proposed strategy maximizes the sum rate of the users allowing nonsymmetric rates, while the optimal solution is explored with the aid of the Pareto frontier. The problem of relay selection is matched to a coalition formation game, where the relays and the CD cooperate in order to maximize their profit. Efficient coalition formation algorithms are proposed, which perform joint relay selection and PNC optimization. Simulation results show that a considerable improvement is achieved compared to existing results, both in terms of the network sum rate and the players' profits.Comment: Submitted to IEEE Transactions on Wireless Communication

    A secure mechanism design-based and game theoretical model for MANETs

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    International audienceTo avoid the single point of failure for the certificate authority (CA) in MANET, a decentralized solution is proposed where nodes are grouped into different clusters. Each cluster should contain at least two confident nodes. One is known as CA and the another as register authority RA. The Dynamic Demilitarized Zone (DDMZ) is proposed as a solution for protecting the CA node against potential attacks. It is formed from one or more RA node. The problems of such a model are: (1) Clusters with one confident node, CA, cannot be created and thus clusters' sizes are increased which negatively affect clusters' services and stability. (2) Clusters with high density of RA can cause channel collision at the CA. (3) Clusters' lifetime are reduced since RA monitors are always launched (i.e., resource consumption). In this paper, we propose a model based on mechanism design that will allow clusters with single trusted node (CA) to be created. Our mechanism will motivate nodes that do not belong to the confident community to participate by giving them incentives in the form of trust, which can be used for cluster's services. To achieve this goal, a RA selection algorithm is proposed that selects nodes based on a predefined selection criteria function and location (i.e., using directional antenna). Such a model is known as moderate. Based on the security risk, more RA nodes must be added to formalize a robust DDMZ. Here, we consider the tradeoff between security and resource consumption by formulating the problem as a nonzero-sum noncooperative game between the CA and attacker. Finally, empirical results are provided to support our solutions

    A mechanism design-based secure architecture for mobile ad hoc networks

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    International audienceTo avoid the single point of failure for the certificate authority (CA) in MANET, a decentralized solution is proposed where nodes are grouped into different clusters. Each cluster should contain at least two confident nodes. One is known as CA and the another as register authority RA. The Dynamic Demilitarized Zone (DDMZ) is proposed as a solution for protecting the CA node against potential attacks. It is formed from one or more RA node. The problems of such a model are: (1) Clusters with one confident node, CA, cannot be created and thus clusters' sizes are increased which negatively affect clusters' services and stability. (2) Clusters with high density of RA can cause channel collision at the CA. (3) Clusters' lifetime are reduced since RA monitors are always launched (i.e., resource consumption). In this paper, we propose a model based on mechanism design that will allow clusters with single trusted node (CA) to be created. Our mechanism will motivate nodes that does not belong to the confident community to participate by giving them incentives in the form of trust, which can be used for cluster's services. To achieve this goal, a RA selection algorithm is proposed that selects nodes based on a predefined selection criteria function. Finally, empirical results are provided to support our solutions

    Reinforcement Learning Framework for Server Placement and Workload Allocation in Multi-Access Edge Computing

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    Cloud computing is a reliable solution to provide distributed computation power. However, real-time response is still challenging regarding the enormous amount of data generated by the IoT devices in 5G and 6G networks. Thus, multi-access edge computing (MEC), which consists of distributing the edge servers in the proximity of end-users to have low latency besides the higher processing power, is increasingly becoming a vital factor for the success of modern applications. This paper addresses the problem of minimizing both, the network delay, which is the main objective of MEC, and the number of edge servers to provide a MEC design with minimum cost. This MEC design consists of edge servers placement and base stations allocation, which makes it a joint combinatorial optimization problem (COP). Recently, reinforcement learning (RL) has shown promising results for COPs. However, modeling real-world problems using RL when the state and action spaces are large still needs investigation. We propose a novel RL framework with an efficient representation and modeling of the state space, action space and the penalty function in the design of the underlying Markov Decision Process (MDP) for solving our problem

    Dempster-Shafer Evidence Combining for (Anti)-Honeypot Technologies

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    Honeypots are network surveillance architectures designed to resemble easy-to-compromise computer systems. They are deployed to trap hackers in order to help security professionals capture, control, and analyze malicious Internet attacks and other activities of hackers. A botnet is an army of compromised computers controlled by a bot herder and used for illicit financial gain. Botnets have become quite popular in recent Internet attacks. Since honeypots have been deployed in many defense systems, attackers constructing and maintaining botnets are forced to find ways to avoid honeypot traps. In fact, some researchers have even suggested equipping normal machines by misleading evidence so that they appear as honeypots in order to scare away rational attackers. In this paper, we address some aspects related to the problem of honeypot detection by botmasters. In particular, we show that current honeypot architectures and operation limitations may allow attackers to systematically collect, combine, and analyze evidence about the true nature of the machines they compromise. In particular, we show how a systematic technique for evidence combining such as Dempster-Shafer theory can allow botmasters to determine the true nature of compromised machines with a relatively high certainty. The obtained results demonstrate inherent limitations of current honeypot designs. We also aim to draw the attention of security professionals to work on enhancing the discussed features of honeypots in order to prevent them from being abused by botmasters

    Towards Bilateral Client Selection in Federated Learning Using Matching Game Theory

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    Federated Learning (FL) is a novel distributed privacy-preserving learning paradigm, which enables the collaboration among several devices. However, selecting the participants that would contribute to this collaborative training is highly challenging. Adopting a random selection strategy would entail substantial problems due to the heterogeneity in terms of data quality and resources across the participants. To overcome this problem, we propose an intelligent client selection approach for federated learning on IoT devices using matching game theory. Our solution involves the design of: (1) preference functions for the client IoT devices and federated servers to allow them to rank each other according to several criteria such as accuracy and price, and (2) intelligent matching algorithms that take into account the preferences of both parties in their design. Based on our simulation findings, our strategy surpasses the VanillaFL selection approach in terms of maximizing both the revenues of the client devices and accuracy of the global federated learning model

    ON-DEMAND-FL: A Dynamic and Efficient Multi-Criteria Federated Learning Client Deployment Scheme

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    In this paper, we increase the availability and integration of devices in the learning process to enhance the convergence of federated learning (FL) models. To address the issue of having all the data in one location, federated learning, which maintains the ability to learn over decentralized data sets, combines privacy and technology. Until the model converges, the server combines the updated weights obtained from each dataset over a number of rounds. The majority of the literature suggested client selection techniques to accelerate convergence and boost accuracy. However, none of the existing proposals have focused on the flexibility to deploy and select clients as needed, wherever and whenever that may be. Due to the extremely dynamic surroundings, some devices are actually not available to serve as clients in FL, which affects the availability of data for learning and the applicability of the existing solution for client selection. In this paper, we address the aforementioned limitations by introducing an On-Demand-FL, a client deployment approach for FL, offering more volume and heterogeneity of data in the learning process. We make use of the containerization technology such as Docker to build efficient environments using IoT and mobile devices serving as volunteers. Furthermore, Kubernetes is used for orchestration. The Genetic algorithm (GA) is used to solve the multi-objective optimization problem due to its evolutionary strategy. The performed experiments using the Mobile Data Challenge (MDC) dataset and the Localfed framework illustrate the relevance of the proposed approach and the efficiency of the on-the-fly deployment of clients whenever and wherever needed with less discarded rounds and more available data

    FedMint: Intelligent Bilateral Client Selection in Federated Learning with Newcomer IoT Devices

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    Federated Learning (FL) is a novel distributed privacy-preserving learning paradigm, which enables the collaboration among several participants (e.g., Internet of Things devices) for the training of machine learning models. However, selecting the participants that would contribute to this collaborative training is highly challenging. Adopting a random selection strategy would entail substantial problems due to the heterogeneity in terms of data quality, and computational and communication resources across the participants. Although several approaches have been proposed in the literature to overcome the problem of random selection, most of these approaches follow a unilateral selection strategy. In fact, they base their selection strategy on only the federated server’s side, while overlooking the interests of the client devices in the process. To overcome this problem, we present in this paper FedMint, an intelligent client selection approach for federated learning on IoT devices using game theory and bootstrapping mechanism. Our solution involves the design of: (1) preference functions for the client IoT devices and federated servers to allow them to rank each other according to several factors such as accuracy and price, (2) intelligent matching algorithms that take into account the preferences of both parties in their design, and (3) bootstrapping technique that capitalizes on the collaboration of multiple federated servers in order to assign initial accuracy value for the newly connected IoT devices. We compare our approach against the VanillaFL selection process as well as other state-of-the-art approach and showcase the superiority of our proposal
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