论文标题

欺骗性标签:隐秘欺骗图上的超级冠军

Deceptive Labeling: Hypergames on Graphs for Stealthy Deception

论文作者

Kulkarni, Abhishek N., Luo, Huan, Leslie, Nandi O., Kamhoua, Charles A., Fu, Jie

论文摘要

随着对网络物理系统的攻击越来越复杂,欺骗已成为一种有效的工具,可以通过掩盖攻击者的看法来提高系统安全和安全性。在本文中,我们为欺骗性游戏提供了一种解决方案,在这种游戏中,控制代理人满足了在对手存在下由共同保护的时间逻辑公式指定的布尔目标。代理商有意引入不对称信息来造成回报误解,这表现为游戏模型中标签函数的误解。因此,对手无法准确确定游戏的给定结果满足哪种逻辑公式。我们在图上介绍了一个名为HyperGame的模型,以捕获单方面的回报误解的不对称信息。基于此模型,我们介绍了这种超级游戏的解决方案,并使用解决方案来合成隐身欺骗性策略。具体而言,通过将超级游戏减少到具有可及性目标的两人游戏和单人随机游戏中,可以开发欺骗性的赢得和欺骗性的几乎持久的获胜策略。引入了一个运行示例,以演示游戏模型和用于策略综合的解决方案概念。

With the increasing sophistication of attacks on cyber-physical systems, deception has emerged as an effective tool to improve system security and safety by obfuscating the attacker's perception. In this paper, we present a solution to the deceptive game in which a control agent is to satisfy a Boolean objective specified by a co-safe temporal logic formula in the presence of an adversary. The agent intentionally introduces asymmetric information to create payoff misperception, which manifests as the misperception of the labeling function in the game model. Thus, the adversary is unable to accurately determine which logical formula is satisfied by a given outcome of the game. We introduce a model called hypergame on graph to capture the asymmetrical information with one-sided payoff misperception. Based on this model, we present the solution of such a hypergame and use the solution to synthesize stealthy deceptive strategies. Specifically, deceptive sure winning and deceptive almost-sure winning strategies are developed by reducing the hypergame to a two-player game and one-player stochastic game with reachability objectives. A running example is introduced to demonstrate the game model and the solution concept used for strategy synthesis.

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