设计抗病毒网络:游戏形成方法

S. Trajanovski, F. Kuipers, Y. Hayel, E. Altman, P. Mieghem
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引用次数: 6

摘要

以分散的方式形成最优网络拓扑,同时平衡多个可能相互冲突的目标,如成本、高性能、安全性和病毒弹性,这是一项具有挑战性的工作。在本文中,我们采用游戏形成方法进行网络设计,其中每个参与者,例如互联网中的自治系统,旨在共同最小化安装链接,防止病毒和确保连接的成本。在游戏中,最小化病毒风险和连接成本会产生稀疏图。我们发现,根据无政府状态的价格(PoA),纳什均衡是接近全局最优的树,而最坏情况下的纳什均衡和全局最优可能在较小的感染率和链路安装成本下存在显著差异。此外,在纳什均衡和最优解中,树的类型都取决于病毒感染率,这为病毒如何传播提供了新的见解:对于高感染率τ,路径图是最坏的情况,而星图是最佳情况纳什均衡。然而,对于较小和中等值的τ,不同于路径图和星图的树可能是最优的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Designing virus-resistant networks: A game-formation approach
Forming, in a decentralized fashion, an optimal network topology while balancing multiple, possibly conflicting objectives like cost, high performance, security and resiliency to viruses is a challenging endeavor. In this paper, we take a game-formation approach to network design where each player, for instance an autonomous system in the Internet, aims to collectively minimize the cost of installing links, of protecting against viruses, and of assuring connectivity. In the game, minimizing virus risk as well as connectivity costs results in sparse graphs. We show that the Nash Equilibria are trees that, according to the Price of Anarchy (PoA), are close to the global optimum, while the worst-case Nash Equilibrium and the global optimum may significantly differ for small infection rate and link installation cost. Moreover, the types of trees, in both the Nash Equilibria and the optimal solution, depend on the virus infection rate, which provides new insights into how viruses spread: for high infection rate τ, the path graph is the worst- and the star graph is the best-case Nash Equilibrium. However, for small and intermediate values of τ, trees different from the path and star graphs may be optimal.
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