A Three-party Repeated Game Model for Data Privacy in Mobile Edge Crowdsensing of IoT

Mingfeng Zhao, Lei Chen, Jinbo Xiong, Youliang Tian
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引用次数: 2

Abstract

The low request response delay of mobile edge crowdsensing (MECS) paradigm allows quick interactions among entities in practical scenarios. However, there often exist dishonest behaviors in such interactions, and the personal information leakage involved seriously threatens the privacy and security of sensing users. To tackle this problem, previously we had proposed a three-party game model, though lacking the consideration of multiple interactions in the actual scenario. Based on game theory, this research therefore proposes a three-party repeated game model. Specifically, we propose the corresponding social norms for different phases of sensing data. It analyzes all possible behaviors deviating from rationality, calculates the change of corresponding payoff function, and explores the influencing factors and constraints of players' honest behaviors based on the premise of maximizing interests. Finally, a significant number of simulations and numerical analysis indicate that the proposed model is feasible and effective in maximizing the benefits of game participants.
物联网移动边缘人群感知数据隐私的三方重复博弈模型
移动边缘众感应(MECS)范例的请求响应延迟较低,因此在实际场景中可以实现实体间的快速交互。然而,在这种互动中往往存在不诚实的行为,其中涉及的个人信息泄露严重威胁着感知用户的隐私和安全。针对这一问题,我们之前提出了一个三方博弈模型,但缺乏对实际场景中多重交互的考虑。因此,本研究以博弈论为基础,提出了三方重复博弈模型。具体来说,我们针对感知数据的不同阶段提出了相应的社会规范。在利益最大化的前提下,分析所有可能的偏离理性的行为,计算相应的报酬函数的变化,并探讨玩家诚实行为的影响因素和约束条件。最后,大量的模拟和数值分析表明,所提出的模型是可行的,能有效地实现博弈参与者的利益最大化。
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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