Sign in to use this feature.

Years

Between: -

Subjects

remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline

Journals

Article Types

Countries / Regions

Search Results (19)

Search Parameters:
Keywords = shortest-path games

Order results
Result details
Results per page
Select all
Export citation of selected articles as:
31 pages, 15881 KB  
Article
Fused Space in Architecture via Multi-Material 3D Printing Using Recycled Plastic: Design, Fabrication, and Application
by Jiangjing Mao, Lawrence Hsu, Mai Altheeb and Kostas Grigoriadis
Buildings 2025, 15(15), 2588; https://doi.org/10.3390/buildings15152588 - 22 Jul 2025
Viewed by 518 | Correction
Abstract
The innovation of multi-material offers significant benefits to architectural systems. The fusion of multiple materials, transitioning from one to another in a graded manner, enables the creation of fused space without the need for mechanical connections. Given that plastic is a major contributor [...] Read more.
The innovation of multi-material offers significant benefits to architectural systems. The fusion of multiple materials, transitioning from one to another in a graded manner, enables the creation of fused space without the need for mechanical connections. Given that plastic is a major contributor to ecological imbalance, this research on fused space aims to recycle plastic and use it as a multi-material for building applications, due to its capacity for being 3D printed and fused with other materials. Furthermore, to generate diverse properties for the fused space, several nature-inspired forming algorithms are employed, including Swarm Behavior, Voronoi, Game of Life, and Shortest Path, to shape the building enclosure. Subsequently, digital analyses, such as daylight analysis, structural analysis, porosity analysis, and openness analysis, are conducted on the enclosure, forming the color mapping digital diagram, which determines the distribution of varying thickness, density, transparency, and flexibility gradation parameters, resulting in spatial diversity. During the fabrication process, Dual Force V1 and Dual Force V2 were developed to successfully print multi-material gradations with fused plastic following an upgrade to the cooling system. Finally, three test sites in London were chosen to implement the fused space concept using multi-material. Full article
(This article belongs to the Section Building Structures)
Show Figures

Figure 1

22 pages, 2442 KB  
Article
A Microcirculation Optimization Model for Public Transportation Networks in Low-Density Areas Considering Equity—A Case of Lanzhou
by Liyun Wang, Minan Yang, Xin Li and Yongsheng Qian
Sustainability 2025, 17(13), 5679; https://doi.org/10.3390/su17135679 - 20 Jun 2025
Viewed by 398
Abstract
With the increase in urban–rural disparities in China, rural public transportation systems in low-density areas face unique challenges, especially in the contexts of sparse population, complex topography, and uneven resource allocation; research on public transportation in low-density areas has had less attention compared [...] Read more.
With the increase in urban–rural disparities in China, rural public transportation systems in low-density areas face unique challenges, especially in the contexts of sparse population, complex topography, and uneven resource allocation; research on public transportation in low-density areas has had less attention compared to high-density urban areas. Therefore, how to solve the dilemma of public transportation service provision in low-density rural areas due to sparse population and long travel distances has become an urgent problem. In this paper, a dynamic optimization model based on a two-layer planning framework was constructed. The upper layer optimized the topology of multimodal transportation nodes through the Floyd shortest path algorithm to generate a composite network of trunk roads and feeder routes; the lower layer adopted an improved Logit discrete choice model, integrating the heterogeneous utility parameters, such as time cost, economic cost, and comfort, to simulate and realize the equilibrium allocation of stochastic users. It was found that the dynamic game mechanism based on the “path optimization–fairness measurement” can optimize the travel time, mode, route, and bus stop selection of rural residents. At the same time, the mechanism can realize the fair distribution of rural transportation network subjects (people–vehicles–roads). This provides a dynamic, multi-scenario macro policy reference basis for the optimization of a rural transportation network layout. Full article
Show Figures

Figure 1

21 pages, 519 KB  
Article
Learning Deceptive Tactics for Defense and Attack in Bayesian–Markov Stackelberg Security Games
by Julio B. Clempner
Math. Comput. Appl. 2025, 30(2), 29; https://doi.org/10.3390/mca30020029 - 17 Mar 2025
Cited by 1 | Viewed by 744
Abstract
In this paper, we address the challenges posed by limited knowledge in security games by proposing a novel system grounded in Bayesian–Markov Stackelberg security games (SSGs). These SSGs involve multiple defenders and attackers and serve as a framework for managing incomplete information effectively. [...] Read more.
In this paper, we address the challenges posed by limited knowledge in security games by proposing a novel system grounded in Bayesian–Markov Stackelberg security games (SSGs). These SSGs involve multiple defenders and attackers and serve as a framework for managing incomplete information effectively. To tackle the complexity inherent in these games, we introduce an iterative proximal-gradient approach to compute the Bayesian Equilibrium, which captures the optimal strategies of both defenders and attackers. This method enables us to navigate the intricacies of the game dynamics, even when the specifics of the Markov games are unknown. Moreover, our research emphasizes the importance of Bayesian approaches in solving the reinforcement learning (RL) algorithm, particularly in addressing the exploration–exploitation trade-off. By leveraging Bayesian techniques, we aim to minimize the expected total discounted costs, thus optimizing decision-making in the security domain. In pursuit of effective security game implementation, we propose a novel random walk approach tailored to fulfill the requirements of the scenario. This innovative methodology enhances the adaptability and responsiveness of defenders and attackers, thereby improving overall security outcomes. To validate the efficacy of our proposed strategy, we provide a numerical example that demonstrates its benefits in practice. Through this example, we showcase how our approach can effectively address the challenges posed by limited knowledge, leading to more robust and efficient security solutions. Overall, our paper contributes to advancing the understanding and implementation of security strategies in scenarios characterized by incomplete information. By combining Bayesian and Markov Stackelberg games, reinforcement learning algorithms, and innovative random walk techniques, we offer a comprehensive framework for enhancing security measures in real-world applications. Full article
(This article belongs to the Special Issue Applied Optimization in Automatic Control and Systems Engineering)
Show Figures

Figure 1

22 pages, 448 KB  
Article
Defense and Attack Game Strategies of Dual-Network Coupled CPPS with Communication Edge Failures
by Guopeng Zhu, Qiusheng Yu, Shenyang Xiao, Shaobo Qian, Guangming Han, Yan Zhang and Piming Ma
Electronics 2023, 12(14), 3191; https://doi.org/10.3390/electronics12143191 - 24 Jul 2023
Cited by 2 | Viewed by 1504
Abstract
With the development of power technology and communication technology, the power grid and power communication network have become interdependent and closely coupled. The load shedding operation of the power grid is an important means to reduce the occurrence of chain faults and ensure [...] Read more.
With the development of power technology and communication technology, the power grid and power communication network have become interdependent and closely coupled. The load shedding operation of the power grid is an important means to reduce the occurrence of chain faults and ensure the safe and stable operation of the power grid. Based on the transmission of load control services in the communication network, this paper establishes a model for a dual-network coupled cyber physical power system (CPPS). Considering communication edge faults, the associated load capacity of the communication edge and the expected load loss of the power grid are defined. On this basis, the paper proposes a complete information zero-sum game mechanism called “defense attack defense” for communication edge failures, which takes the expected loss of load from the power grid as the benefit. The paper studies the optimal attack and defense game strategies and provides the algorithm implementation process for the three stages of the game. Considering the bandwidth capacity of the communication edge, this paper uses the Dijkstra algorithm or k shortest paths (KSP) algorithm with the cost factor of the communication edge as the weight to plan the main and backup communication channels for multiple load control services. The simulation results show that the game mechanism proposed in this paper can effectively reduce the expected load loss from the power grid and improve the stability of the CPPS. Full article
(This article belongs to the Special Issue Advancement in Power Electronics and Control)
Show Figures

Figure 1

17 pages, 3174 KB  
Article
Modeling Pedestrian Detour Behavior By-Passing Conflict Areas
by Qingyan Ning and Maosheng Li
Sustainability 2022, 14(24), 16522; https://doi.org/10.3390/su142416522 - 9 Dec 2022
Viewed by 1848
Abstract
In the process of walking, most pedestrians prefer to choose the shortest path, which requires passing through the conflict area. However, in the case of high crowd density, 5–20% of the total population will choose to follow the pre-planned route before walking or [...] Read more.
In the process of walking, most pedestrians prefer to choose the shortest path, which requires passing through the conflict area. However, in the case of high crowd density, 5–20% of the total population will choose to follow the pre-planned route before walking or during the initial period of the trip to bypass the conflict area. Aiming at reproducing this detour behavior phenomenon, an extended social force model (SFM) is proposed according to a three-layer pedestrian simulation framework. This model not only fully considers the choice of detour mode, but also contains the avoidance and game behavior at the conflict point. At the strategic layer, a detour mode selection model based on the Logit model is established considering the pedestrian starting time and detour angle, to distinguish between the two groups of pedestrians who follow the pre-planned route and those who repeatedly adjust the route during the trip. Then, the path decision based on visual perception density at the tactical layer and the Voronoi-based SFM at the operational layer are combined to guide the specific movement of the two types of pedestrian groups. A series of evaluation indexes such as the central density, the mean local density, and detour level is selected, and Kolmogorov–Smirnov (K-S) test and dynamic time warping (DTW) method are used to evaluate and compare the scores of each index of different models. The results show that the model can improve the existing pedestrian detour simulation model to a certain extent. In sum, the travel time score, the detour level, and the mean local density score respectively increase from 0.71 to 0.81, 0.46 to 0.81, and 0.39 to 0.48, which indicates a significant improvement in walking performance. Full article
(This article belongs to the Special Issue Traffic Safety and Sustainable Crowd Management)
Show Figures

Figure 1

19 pages, 1514 KB  
Article
Equilibrium Approximating and Online Learning for Anti-Jamming Game of Satellite Communication Power Allocation
by Mingwo Zou, Jing Chen, Junren Luo, Zhenzhen Hu and Shaofei Chen
Electronics 2022, 11(21), 3526; https://doi.org/10.3390/electronics11213526 - 29 Oct 2022
Cited by 6 | Viewed by 2178
Abstract
Satellite communication systems are increasingly facing serious environmental challenges such as malicious jamming, monitoring, and intercepting. As a current development of artificial intelligence, intelligent jammers with learning ability can effectively perceive the surrounding spectrum environment to dynamically change their jamming strategies. As a [...] Read more.
Satellite communication systems are increasingly facing serious environmental challenges such as malicious jamming, monitoring, and intercepting. As a current development of artificial intelligence, intelligent jammers with learning ability can effectively perceive the surrounding spectrum environment to dynamically change their jamming strategies. As a result, the current mainstream satellite communication anti-jamming technology based on wide interval high-speed frequency hopping is unable to deal with this problem effectively. In this work, we focus on anti-jamming problems in the satellite communication domain, and reformulate the power allocation problem under two kinds of confrontation scenarios as one-shot and repeated games model. Specifically, for the problem of multi-channel power allocation under a one-shot confrontation scenario, we firstly model the problem of allocating limited power resource between communication parties and a jammer on multi-channel based on a BG (Blotto Game) model. Secondly, a DO-SINR (Double Oracle-Signal to Interference plus Noise Ratio) algorithm is designed to approximate the Nash equilibrium of the game between two parties. Experiments show that the DO-SINR algorithm can effectively obtain the approximate Nash equilibrium of the game. For the problem of multi-channel power allocation under a repeated confrontation scenario, we firstly transform the problem into an online shortest path problem with a graph structure to make the problem solving process more intuitive, and then design the Exp3-U (Exp3-Uniform) algorithm which utilizes the graph structure to solve the multi-channel power allocation problem. Experiments show that our algorithm can minimize the expected regret of communication parties during online confrontation, while maintaining good operating efficiency. The two power allocation problems constructed in this paper are common problem formed in confrontation scenarios. Our research and analysis can simulate some actual confrontation scenarios of the satellite communication power allocation, which can be used to improve the adaptability of satellite communication systems in complex environments. Full article
(This article belongs to the Section Microwave and Wireless Communications)
Show Figures

Figure 1

17 pages, 3079 KB  
Article
Performance Improvement of NIR Spectral Pattern Recognition from Three Compensation Models’ Voting and Multi-Modal Fusion
by Niangen Ye, Sheng Zhong, Zile Fang, Haijun Gao, Zhihua Du, Heng Chen, Lu Yuan and Tao Pan
Molecules 2022, 27(14), 4485; https://doi.org/10.3390/molecules27144485 - 13 Jul 2022
Cited by 10 | Viewed by 2164
Abstract
Inspired by aquaphotomics, the optical path length of measurement was regarded as a perturbation factor. Near-infrared (NIR) spectroscopy with multi-measurement modals was applied to the discriminant analysis of three categories of drinking water. Moving window-k nearest neighbor (MW-kNN) and Norris derivative filter [...] Read more.
Inspired by aquaphotomics, the optical path length of measurement was regarded as a perturbation factor. Near-infrared (NIR) spectroscopy with multi-measurement modals was applied to the discriminant analysis of three categories of drinking water. Moving window-k nearest neighbor (MW-kNN) and Norris derivative filter were used for modeling and optimization. Drawing on the idea of game theory, the strategy for two-category priority compensation and three-model voting with multi-modal fusion was proposed. Moving window correlation coefficient (MWCC), inter-category and intra-category MWCC spectra, and k-shortest distances plotting with MW-kNN were proposed to evaluate weak differences between two spectral populations. For three measurement modals (1 mm, 4 mm, and 10 mm), the optimal MW-kNN models, and two-category priority compensation models were determined. The joint models for three compensation models’ voting were established. Comprehensive discrimination effects of joint models were better than their sub-models; multi-modal fusion was better than single-modal fusion. The best joint model was the dual-modal fusion of compensation models of one- and two-category priority (1 mm), one- and three-category priority (10 mm), and two- and three-category priority (1 mm), validation’s total recognition accuracy rate reached 95.5%. It fused long-wave models (1 mm, containing 1450 nm) and short-wave models (10 mm, containing 974 nm). The results showed that compensation models’ voting and multi-modal fusion can effectively improve the performance of NIR spectral pattern recognition. Full article
(This article belongs to the Special Issue Aquaphotomics - Exploring Water Molecular Systems in Nature)
Show Figures

Graphical abstract

13 pages, 1045 KB  
Article
A Game for Learning How to Model in Graph Theory
by Alicia Cordero, Cristina Jordan, Marina Murillo-Arcila and Esther Sanabria-Codesal
Mathematics 2022, 10(12), 1969; https://doi.org/10.3390/math10121969 - 7 Jun 2022
Cited by 1 | Viewed by 3083
Abstract
In this article, we show how to introduce students to modeling while exposing the power of graph theory as a modeling tool. For that purpose, we propose a problem aimed at university students based on a game where the objective is to strengthen [...] Read more.
In this article, we show how to introduce students to modeling while exposing the power of graph theory as a modeling tool. For that purpose, we propose a problem aimed at university students based on a game where the objective is to strengthen the learning of reachability and the shortest path algorithms. Full article
Show Figures

Figure 1

30 pages, 24538 KB  
Systematic Review
A Systematic Review and Analysis of Intelligence-Based Pathfinding Algorithms in the Field of Video Games
by Sharmad Rajnish Lawande, Graceline Jasmine, Jani Anbarasi and Lila Iznita Izhar
Appl. Sci. 2022, 12(11), 5499; https://doi.org/10.3390/app12115499 - 28 May 2022
Cited by 24 | Viewed by 15110
Abstract
This paper provides a performance comparison of different pathfinding Algorithms used in video games. The Algorithms have been classified into three categories: informed, uninformed, and metaheuristic. Both a practical and a theoretical approach have been adopted in this paper. The practical approach involved [...] Read more.
This paper provides a performance comparison of different pathfinding Algorithms used in video games. The Algorithms have been classified into three categories: informed, uninformed, and metaheuristic. Both a practical and a theoretical approach have been adopted in this paper. The practical approach involved the implementation of specific Algorithms such as Dijkstra’s, A-star, Breadth First Search, and Greedy Best First. The comparison of these Algorithms is based on different criteria including execution time, total number of iterations, shortest path length, and grid size. For the theoretical approach, information was collected from various papers to compare other Algorithms with the implemented ones. The Unity game engine was used in implementing the Algorithms. The environment used was a two-dimensional grid system. Full article
Show Figures

Figure 1

29 pages, 488 KB  
Article
A New Edge Betweenness Measure Using a Game Theoretical Approach: An Application to Hierarchical Community Detection
by Daniel Gómez, Javier Castro, Inmaculada Gutiérrez and Rosa Espínola
Mathematics 2021, 9(21), 2666; https://doi.org/10.3390/math9212666 - 21 Oct 2021
Cited by 5 | Viewed by 2663
Abstract
In this paper we formally define the hierarchical clustering network problem (HCNP) as the problem to find a good hierarchical partition of a network. This new problem focuses on the dynamic process of the clustering rather than on the final picture of the [...] Read more.
In this paper we formally define the hierarchical clustering network problem (HCNP) as the problem to find a good hierarchical partition of a network. This new problem focuses on the dynamic process of the clustering rather than on the final picture of the clustering process. To address it, we introduce a new hierarchical clustering algorithm in networks, based on a new shortest path betweenness measure. To calculate it, the communication between each pair of nodes is weighed by the importance of the nodes that establish this communication. The weights or importance associated to each pair of nodes are calculated as the Shapley value of a game, named as the linear modularity game. This new measure, (the node-game shortest path betweenness measure), is used to obtain a hierarchical partition of the network by eliminating the link with the highest value. To evaluate the performance of our algorithm, we introduce several criteria that allow us to compare different dendrograms of a network from two point of view: modularity and homogeneity. Finally, we propose a faster algorithm based on a simplification of the node-game shortest path betweenness measure, whose order is quadratic on sparse networks. This fast version is competitive from a computational point of view with other hierarchical fast algorithms, and, in general, it provides better results. Full article
(This article belongs to the Special Issue Cooperative Game Theory and Mathematical Structures)
Show Figures

Figure 1

14 pages, 343 KB  
Article
Network Creation Games with Traceroute-Based Strategies
by Davide Bilò, Luciano Gualà, Stefano Leucci and Guido Proietti
Algorithms 2021, 14(2), 35; https://doi.org/10.3390/a14020035 - 26 Jan 2021
Cited by 4 | Viewed by 2444
Abstract
Network creation games have been extensively used as mathematical models to capture the key aspects of the decentralized process that leads to the formation of interconnected communication networks by selfish agents. In these games, each user of the network is identified by a [...] Read more.
Network creation games have been extensively used as mathematical models to capture the key aspects of the decentralized process that leads to the formation of interconnected communication networks by selfish agents. In these games, each user of the network is identified by a node and selects which link to activate by strategically balancing his/her building cost with his/her usage cost (which is a function of the distances towards the other player in the network to be built). In these games, a widespread assumption is that players have a common and complete information about the evolving network topology. This is only realistic for small-scale networks as, when the network size grows, it quickly becomes impractical for the single users to gather such a global and fine-grained knowledge of the network in which they are embedded. In this work, we weaken this assumption, by only allowing players to have a partial view of the network. To this aim, we borrow three popular traceroute-based knowledge models used in network discovery: (i) distance vector, (ii) shortest-path tree view, and (iii) layered view. We settle many of the classical game theoretic questions in all of the above models. More precisely, we introduce a suitable (and unifying) equilibrium concept which we then use to study the convergence of improving and best response dynamics, the computational complexity of computing a best response, and to provide matching upper and lower bounds to the price of anarchy. Full article
(This article belongs to the Special Issue Multi-Agent Systems Design, Analysis, and Applications)
Show Figures

Figure 1

20 pages, 2745 KB  
Article
An Identifier and Locator Decoupled Multicast Approach (ILDM) Based on ICN
by Bo Li and Jinlin Wang
Appl. Sci. 2021, 11(2), 578; https://doi.org/10.3390/app11020578 - 8 Jan 2021
Cited by 8 | Viewed by 2324
Abstract
Many bandwidth-intensive applications (such as online live, online games, etc.) are more suitable for using multicast to transmit information. Due to the advantages in scalability, Shared Tree (ST) is more suitable for large-scale deployment than Source-Based Tree (SBT). However, in ST-based multicast, all [...] Read more.
Many bandwidth-intensive applications (such as online live, online games, etc.) are more suitable for using multicast to transmit information. Due to the advantages in scalability, Shared Tree (ST) is more suitable for large-scale deployment than Source-Based Tree (SBT). However, in ST-based multicast, all multicast sources need to send multicast data to a center node called a core, which will lead to core overload and traffic concentration. Besides, most existing multicast protocols use the shortest path between the source or the core and each receiver to construct the multicast tree, which will result in traffic overload on some links. In this paper, we propose an Identifier and Locator Decoupled Multicast approach (ILDM) based on Information-Centric Networking (ICN). ILDM uses globally unique names to identify multicast services. For each multicast service, the mapping between the multicast service name and the addresses of multicast tree nodes is stored in the Name Resolution System (NRS). To avoid core overload and traffic aggregation, we presented a dynamic core management and selection mechanism, which can dynamically select a low-load core for each multicast service. Furthermore, we designed a path state-aware multicast tree node selection mechanism to achieve traffic load balancing by using low-load links more effectively. Experimental results showed that our proposed multicast approach outperformed some other multicast methods in terms of core load, number of join requests, link load, traffic concentration, and routing state. Full article
(This article belongs to the Section Electrical, Electronics and Communications Engineering)
Show Figures

Figure 1

15 pages, 655 KB  
Article
Hardness of an Asymmetric 2-Player Stackelberg Network Pricing Game
by Davide Bilò, Luciano Gualà and Guido Proietti
Algorithms 2021, 14(1), 8; https://doi.org/10.3390/a14010008 - 31 Dec 2020
Cited by 1 | Viewed by 2793
Abstract
Consider a communication network represented by a directed graph G=(V,E) of n nodes and m edges. Assume that edges in E are partitioned into two sets: a set C of edges with a fixed non-negative real cost, [...] Read more.
Consider a communication network represented by a directed graph G=(V,E) of n nodes and m edges. Assume that edges in E are partitioned into two sets: a set C of edges with a fixed non-negative real cost, and a set P of edges whose costs are instead priced by a leader. This is done with the final intent of maximizing a revenue that will be returned for their use by a follower, whose goal in turn is to select for his communication purposes a subnetwork of Gminimizing a given objective function of the edge costs. In this paper, we study the natural setting in which the follower computes a single-source shortest paths tree of G, and then returns to the leader a payment equal to the sum of the selected priceable edges. Thus, the problem can be modeled as a one-round two-player Stackelberg Network Pricing Game, but with the novelty that the objective functions of the two players are asymmetric, in that the revenue returned to the leader for any of her selected edges is not equal to the cost of such an edge in the follower’s solution. As is shown, for any ϵ>0 and unless P=NP, the leader’s problem of finding an optimal pricing is not approximable within n1/2ϵ, while, if G is unweighted and the leader can only decide which of her edges enter in the solution, then the problem is not approximable within n1/3ϵ. On the positive side, we devise a strongly polynomial-time O(n)-approximation algorithm, which favorably compares against the classic approach based on a single-price algorithm. Finally, motivated by practical applications, we consider the special cases in which edges in C are unweighted and happen to form two popular network topologies, namely stars and chains, and we provide a comprehensive characterization of their computational tractability. Full article
(This article belongs to the Special Issue Graph Algorithms and Network Dynamics)
Show Figures

Figure 1

19 pages, 2836 KB  
Article
Bi-Layer Shortest-Path Network Interdiction Game for Internet of Things
by Jingwen Yan, Kaiming Xiao, Cheng Zhu, Jun Wu, Guoli Yang and Weiming Zhang
Sensors 2020, 20(20), 5943; https://doi.org/10.3390/s20205943 - 21 Oct 2020
Cited by 5 | Viewed by 3101
Abstract
Network security is a crucial challenge facing Internet-of-Things (IoT) systems worldwide, which leads to serious safety alarms and great economic loss. This paper studies the problem of malicious interdicting network exploitation of IoT systems that are modeled as a bi-layer logical–physical network. In [...] Read more.
Network security is a crucial challenge facing Internet-of-Things (IoT) systems worldwide, which leads to serious safety alarms and great economic loss. This paper studies the problem of malicious interdicting network exploitation of IoT systems that are modeled as a bi-layer logical–physical network. In this problem, a virtual attack takes place at the logical layer (the layer of Things), while the physical layer (the layer of Internet) provides concrete support for the attack. In the interdiction problem, the attacker attempts to access a target node on the logical layer with minimal communication cost, but the defender can strategically interdict some key edges on the physical layer given a certain budget of interdiction resources. This setting generalizes the classic single-layer shortest-path network interdiction problem, but brings in nonlinear objective functions, which are notoriously challenging to optimize. We reformulate the model and apply Benders decomposition process to solve this problem. A layer-mapping module is introduced to improve the decomposition algorithm and a random-search process is proposed to accelerate the convergence. Extensive numerical experiments demonstrate the computational efficiency of our methods. Full article
(This article belongs to the Section Internet of Things)
Show Figures

Figure 1

26 pages, 2081 KB  
Article
Dynamic Defense against Stealth Malware Propagation in Cyber-Physical Systems: A Game-Theoretical Framework
by Kaiming Xiao, Cheng Zhu, Junjie Xie, Yun Zhou, Xianqiang Zhu and Weiming Zhang
Entropy 2020, 22(8), 894; https://doi.org/10.3390/e22080894 - 15 Aug 2020
Cited by 4 | Viewed by 4576
Abstract
Stealth malware is a representative tool of advanced persistent threat (APT) attacks, which poses an increased threat to cyber-physical systems (CPS) today. Due to the use of stealthy and evasive techniques, stealth malwares usually render conventional heavy-weight countermeasures inapplicable. Light-weight countermeasures, on the [...] Read more.
Stealth malware is a representative tool of advanced persistent threat (APT) attacks, which poses an increased threat to cyber-physical systems (CPS) today. Due to the use of stealthy and evasive techniques, stealth malwares usually render conventional heavy-weight countermeasures inapplicable. Light-weight countermeasures, on the other hand, can help retard the spread of stealth malwares, but the ensuing side effects might violate the primary safety requirement of CPS. Hence, defenders need to find a balance between the gain and loss of deploying light-weight countermeasures, which normally is a challenging task. To address this challenge, we model the persistent anti-malware process as a shortest-path tree interdiction (SPTI) Stackelberg game with both static version (SSPTI) and multi-stage dynamic version (DSPTI), and safety requirements of CPS are introduced as constraints in the defender’s decision model. The attacker aims to stealthily penetrate the CPS at the lowest cost (e.g., time, effort) by selecting optimal network links to spread, while the defender aims to retard the malware epidemic as much as possible. Both games are modeled as bi-level integer programs and proved to be NP-hard. We then develop a Benders decomposition algorithm to achieve the Stackelberg equilibrium of SSPTI, and design a Model Predictive Control strategy to solve DSPTI approximately by sequentially solving an 1+δ approximation of SSPTI. Extensive experiments have been conducted by comparing proposed algorithms and strategies with existing ones on both static and dynamic performance metrics. The evaluation results demonstrate the efficiency of proposed algorithms and strategies on both simulated and real-case-based CPS networks. Furthermore, the proposed dynamic defense framework shows its advantage of achieving a balance between fail-secure ability and fail-safe ability while retarding the stealth malware propagation in CPS. Full article
Show Figures

Figure 1

Back to TopTop