将深度尖峰 Q 网络集成到超游戏理论欺骗性防御中,缓解边缘智能物联网系统中的恶意软件传播

IF 5.8 2区 计算机科学 Q1 COMPUTER SCIENCE, INFORMATION SYSTEMS
Yizhou Shen;Carlton Shepherd;Chuadhry Mujeeb Ahmed;Shigen Shen;Shui Yu
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引用次数: 0

摘要

物联网(IoT)系统容易受到恶意软件传播的影响,导致数据泄露和信息被盗。在本文中,我们提出了在边缘智能(EI)支持的物联网系统中,在信息不对称的情况下,物联网节点和边缘设备之间主动面向欺骗的超博弈论恶意软件传播缓解(DHMPM)模型。然后,我们探索基于深度强化学习的恶意软件传播欺骗性防御策略。具体而言,物联网节点和边缘设备在游戏环境和系统动力学的不确定性感知信念下,根据获得的效用不断调整其策略。在提出的博弈DHMPM的基础上,我们接下来将峰值神经网络(snn)应用到深度q网络中,形成超博弈论的深度峰值q网络(HGDSQN),实际上收敛于支持ai的物联网系统中最优的恶意软件传播欺骗性防御策略。该snn可以利用脉冲通信机制模拟生物大脑,利用深度神经网络突破传统模型时间处理的瓶颈,实现智能决策和实时恶意软件防御。我们最终进行了实验模拟,评估了攻击到达概率和学习率对最优学习策略选择的影响,证明了所提出的HGDSQN算法的有效性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Integrating Deep Spiking Q-Network Into Hypergame-Theoretic Deceptive Defense for Mitigating Malware Propagation in Edge Intelligence-Enabled IoT Systems
Internet of Things (IoT) systems are susceptible to compromise due to malware propagation, leading to the data breach and information theft. In this paper, we propose a proactive deception-oriented hypergame-theoretic malware propagation-mitigation (DHMPM) model between IoT nodes and edge devices under asymmetric information in edge intelligence (EI)-enabled IoT systems. We then explore malware-propagated deceptive defense strategies based on deep reinforcement learning. Specifically, IoT nodes and edge devices continually adjust their strategies based on obtained utilities under beliefs perceived by uncertainties from the game environment and system dynamics. Built upon the proposed game DHMPM, we next apply spiking neural networks (SNNs) into deep Q-network to form hypergame-theoretic deep spiking Q-network (HGDSQN), practically converging to the optimal malware-propagated deceptive defense strategy in EI-enabled IoT systems. Such SNNs can simulate biological brains with the pulse communication mechanism and break through the bottleneck of temporal processing in traditional models with deep neural networks, realizing intelligent decision-making and real-time malware defense. We eventually perform experimental simulations that assess the effect of attack arrival probability and learning rate on the optimal learning strategy selection, demonstrating the effectiveness of the proposed HGDSQN algorithm.
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来源期刊
IEEE Transactions on Services Computing
IEEE Transactions on Services Computing COMPUTER SCIENCE, INFORMATION SYSTEMS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
11.50
自引率
6.20%
发文量
278
审稿时长
>12 weeks
期刊介绍: IEEE Transactions on Services Computing encompasses the computing and software aspects of the science and technology of services innovation research and development. It places emphasis on algorithmic, mathematical, statistical, and computational methods central to services computing. Topics covered include Service Oriented Architecture, Web Services, Business Process Integration, Solution Performance Management, and Services Operations and Management. The transactions address mathematical foundations, security, privacy, agreement, contract, discovery, negotiation, collaboration, and quality of service for web services. It also covers areas like composite web service creation, business and scientific applications, standards, utility models, business process modeling, integration, collaboration, and more in the realm of Services Computing.
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