Many-player inspection games in networked environments

G. Gianini, E. Damiani, T. Mayer, David Coquil, H. Kosch, L. Brunie
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引用次数: 9

Abstract

In communication architectures, nodes are expected to spend their own resources so as to relay other nodes' messages or perform other services for the common good. However any selfish node, if given the opportunity, would typically prefer - to spare its own resources - to avoid serving the other nodes. This creates a potential problem to any collaborative protocol. A possible approach towards this issue consists in performing audits on the actions of the individual nodes, and applying some form of sanction to those whose misbehaviour has been detected during an inspection. However typically, auditing is costly and due to limited resources it can be carried on only on a sampling basis. It is clear that the rate of inspection has to be adapted to the rate of misbehavior, so as to strike a balance, from the point of view of the inspector, between the audit costs and the avoided damage to the system. Since the misbehaviour rate of rational agents is not predefined or fixed, but in turn depends from inspection rate, the overall behavior of the system made by inspectors and inspectees fits into a typical interdependent interaction landscape and can be modeled using Game Theory. The above described audit situation corresponds to a class of games known as Inspection Games. In this paper, we model several versions of Inspection Games (IGs), up to the most general case involving m inspectors and n inspectees. We resolve each game by computing the strategy that rational players would follow. Moreover, we also extend the IG model by taking into account the possibility of undetected violations, i.e. false negatives in the inspections.
网络环境下的多人检查游戏
在通信体系结构中,节点被期望花费自己的资源来传递其他节点的消息或为公共利益执行其他服务。然而,任何自私的节点,如果有机会,通常会选择——节省自己的资源——避免为其他节点服务。这给任何协作协议都带来了潜在的问题。解决这一问题的一种可能办法是对个别节点的行为进行审计,并对在检查期间发现的不当行为实施某种形式的制裁。然而,审计通常是昂贵的,而且由于资源有限,只能在抽样的基础上进行。很明显,检查率必须与不当行为率相适应,以便从检查员的角度来看,在审计成本和避免对系统的损害之间取得平衡。由于理性主体的不当行为率不是预定义的或固定的,而是反过来取决于检查率,因此由检查者和被检查者组成的系统的整体行为符合典型的相互依存的交互环境,可以使用博弈论建模。上面描述的审计情况对应于一类被称为检查游戏的游戏。在本文中,我们对几个版本的检验博弈(IGs)进行了建模,直到最一般的涉及m个检查员和n个检查员的情况。我们通过计算理性玩家会遵循的策略来解决每一场博弈。此外,我们还扩展了IG模型,考虑了未被发现的违规行为的可能性,即检查中的假阴性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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