Search arXivSearch

arXiv · 1711.10955

Connectivity jamming game for physical layer attack in peer to peer networks

Abstract

Because of the open access nature of wireless communications, wireless networks can suffer from malicious activity, such as jamming attacks, aimed at undermining the network's ability to sustain communication links and acceptable throughput. One important consideration when designing networks is to appropriately tune the network topology and its connectivity so as to support the communication needs of those participating in the network. This paper examines the problem of interference attacks that are intended to harm connectivity and throughput, and illustrates the method of mapping network performance parameters into the metric of topographic connectivity. Specifically, this paper arrives at anti-jamming strategies aimed at coping with interference attacks through a unified stochastic game. In such a framework, an entity trying to protect a network faces a dilemma: (i) the underlying motivations for the adversary can be quite varied, which depends largely on the network's characteristics such as power and distance; (ii) the metrics for such an attack can be incomparable (e.g., network connectivity and total throughput). To deal with the problem of such incomparable metrics, this paper proposes using the attack's expected duration as a unifying metric to compare distinct attack metrics because a longer-duration of unsuccessful attack assumes a higher cost. Based on this common metric, a mechanism of maxmin selection for an attack prevention strategy is suggested.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Ying Liu, Andrey Garnaev, Wade Trappe. 2017-11-29. Connectivity jamming game for physical layer attack in peer to peer networks. https://doi.org/10.1002/sec.1758

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

Learning in Structured Stackelberg Games

We initiate the study of structured Stackelberg games, a novel form of strategic interaction between a leader and a follower where contextual information can be predictive of the follower's (unknown) type. Motivated by applications such as security games and AI safety, we show how this additional structure can help the leader learn a utility-maximizing policy in both the online and distributional settings. In the online setting, we first prove that standard learning-theoretic measures of complexity do not characterize the difficulty of the leader's learning task. Notably, we find that there exists a learning-theoretic measure of complexity, analogous to the Littlestone dimension in online classification, that tightly characterizes the leader's instance-optimal regret. We term this the Stackelberg-Littlestone dimension, and leverage it to provide a provably optimal online learning algorithm. In the distributional setting, we provide analogous results by showing that two new dimensions control the sample complexity upper- and lower-bound.

cs.GT

Equilibrium and Infeasibility: A new solution concept for games

Addressing infeasibility in non-cooperative games has become an important topic, as many problems across different applications face this issue. In this paper, we propose a new solution concept for generalized games with possibly infeasible individual constraints. A solution is defined as the limit of a sequence of generalized Nash equilibria induced by games with penalty terms relaxing the individual constraints. Existence is established for a broad range of games and we provide conditions allowing to characterize a $ψ$-penalized solution as a strategy profile maximizing every player's utility over all her penalty minimizing strategies. A variation of Divide-the-Dollar serves as an illustrative example. We further establish the compatibility with the GNE and the solution to the Nash bargaining.

cs.GT

Subgame-Perfect Nash Equilibria of Plurality Voting with Abstention: a PSPACE-Completeness Result for Restricted Ballots

We consider sequential Plurality elections in which each voter may abstain or vote for a single candidate. Each voter assigns utilities to all candidates; for each voter, this induces a (weak) order over the candidates. Ties are resolved uniformly at random, and voting has a small positive cost, so that a voter prefers to abstain when their vote cannot change the election outcome. We consider a variant of this model where, for each voter, we additionally specify a prefix of her ranking, so that she is only allowed to vote for a candidate from that prefix (or abstain). We prove that for this variant of the model, deciding whether a designated candidate is among the election winners in a subgame-perfect equilibrium of the associated extensive-form game is PSPACE-complete. This partially resolves an open problem from the work of Desmedt and Elkind [2010].

cs.GT