Game theoretic modeling of AIMD network equilibrium
This paper deals with modeling of network’s dynamic using game theory approach. The process of interaction among players (network users), trying to maximize their payoffs (e.g. throughput) could be analyzed using game-based concepts (Nash equilibrium, Pareto efficiency, evolution stability etc.). In...
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pp_isofts_kiev_ua-article-1722025-11-16T14:46:27Z Game theoretic modeling of AIMD network equilibrium Теоретико-игровое моделирование равновесия в AIMD сетях Теоретико-ігрове моделювання рівноваги у AIMD мережах Ignatenko, O.P. game theory; network model; Nash equilibrium; network simulation УДК 004.7 теория игр; модель сети; равновесие Нэша; имитационное моделирование УДК 004.7 теорія ігор; модель мережі; рівновага Неша; імітаційне моделювання УДК 004.7 This paper deals with modeling of network’s dynamic using game theory approach. The process of interaction among players (network users), trying to maximize their payoffs (e.g. throughput) could be analyzed using game-based concepts (Nash equilibrium, Pareto efficiency, evolution stability etc.). In this work we presented the model of TCP network’s dynamic and proved existence and uniqueness of solution, formulated payoff matrix for a network game and found conditions of equilibrium existence depending of loss sensitivity parameter. We consider influence if denial of service attacks on the equilibrium characteristics and illustrate results by simulations.Prombles in programming 2016; 1: 116-128 В данной работе исследуется моде-лирования динамики сети на основе теоретико-игрового подхода. Процесс взаимодействия между пользоватлями, которые пытаются максимизировать свои выигрыши (например, долю сети) допускает представление в форме игры и применение методов анализа равновесия. В работе предлагается модель TCP сети и доказано существование и единственность точки устойчивого распределения ресурсов, построена матрица сетевой игры и найдены условия существования равновесия в зависимости от чувствительности пользователей к наличию ошибок. Рассмотрены также влияние атак на характеристики равновесия и проведено имитационное моделирование.Prombles in programming 2016; 1: 116-128 В даній роботі досліджується моделювання динаміки мережі на основі теоретико-ігрового підходу. Процес взаємодії між користувачами, що намагаються максимізувати свої виграші (наприклад, частку мережі) допускає представлення у формі гри та за-стосування методів аналізу рівноваги. В роботі пропонується модель TCP мережі та доведено існування і єдність точки стійкого розподілу ресурсів, побудована матриця мережевої гри та знайдені умови існування рівноваги в залежності від чутливості користувачів до наявності помилок. Розглянуто також вплив атак на характеристики рівноваги та проведене імітаційне моделювання.Prombles in programming 2016; 1: 116-128 PROBLEMS IN PROGRAMMING ПРОБЛЕМЫ ПРОГРАММИРОВАНИЯ ПРОБЛЕМИ ПРОГРАМУВАННЯ 2018-11-21 Article Article application/pdf https://pp.isofts.kiev.ua/index.php/ojs1/article/view/172 10.15407/pp2016.01.116 PROBLEMS IN PROGRAMMING; No 1 (2016); 116-128 ПРОБЛЕМЫ ПРОГРАММИРОВАНИЯ; No 1 (2016); 116-128 ПРОБЛЕМИ ПРОГРАМУВАННЯ; No 1 (2016); 116-128 1727-4907 10.15407/pp2016.01 en https://pp.isofts.kiev.ua/index.php/ojs1/article/view/172/167 Copyright (c) 2017 ПРОБЛЕМИ ПРОГРАМУВАННЯ |
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game theory network model Nash equilibrium network simulation УДК 004.7 |
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game theory network model Nash equilibrium network simulation УДК 004.7 Ignatenko, O.P. Game theoretic modeling of AIMD network equilibrium |
| topic_facet |
game theory network model Nash equilibrium network simulation УДК 004.7 теория игр модель сети равновесие Нэша имитационное моделирование УДК 004.7 теорія ігор модель мережі рівновага Неша імітаційне моделювання УДК 004.7 |
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Ignatenko, O.P. |
| author_facet |
Ignatenko, O.P. |
| author_sort |
Ignatenko, O.P. |
| title |
Game theoretic modeling of AIMD network equilibrium |
| title_short |
Game theoretic modeling of AIMD network equilibrium |
| title_full |
Game theoretic modeling of AIMD network equilibrium |
| title_fullStr |
Game theoretic modeling of AIMD network equilibrium |
| title_full_unstemmed |
Game theoretic modeling of AIMD network equilibrium |
| title_sort |
game theoretic modeling of aimd network equilibrium |
| title_alt |
Теоретико-игровое моделирование равновесия в AIMD сетях Теоретико-ігрове моделювання рівноваги у AIMD мережах |
| description |
This paper deals with modeling of network’s dynamic using game theory approach. The process of interaction among players (network users), trying to maximize their payoffs (e.g. throughput) could be analyzed using game-based concepts (Nash equilibrium, Pareto efficiency, evolution stability etc.). In this work we presented the model of TCP network’s dynamic and proved existence and uniqueness of solution, formulated payoff matrix for a network game and found conditions of equilibrium existence depending of loss sensitivity parameter. We consider influence if denial of service attacks on the equilibrium characteristics and illustrate results by simulations.Prombles in programming 2016; 1: 116-128 |
| publisher |
PROBLEMS IN PROGRAMMING |
| publishDate |
2018 |
| url |
https://pp.isofts.kiev.ua/index.php/ojs1/article/view/172 |
| work_keys_str_mv |
AT ignatenkoop gametheoreticmodelingofaimdnetworkequilibrium AT ignatenkoop teoretikoigrovoemodelirovanieravnovesiâvaimdsetâh AT ignatenkoop teoretikoígrovemodelûvannârívnovagiuaimdmerežah |
| first_indexed |
2025-07-17T09:59:19Z |
| last_indexed |
2025-11-17T02:17:37Z |
| _version_ |
1850411543187947520 |
| fulltext |
Математичне моделювання об’єктів та процесів
© O.P. Ignatenko, 2016
116 ISSN 1727-4907. Проблеми програмування. 2016. № 1
УДК 004.7
O.P. Ignatenko
GAME THEORETIC MODELING OF AIMD NETWORK
EQUILIBRIUM
This paper deals with modeling of network’s dynamic using game theory approach. The process of interaction
among players (network users), trying to maximize their payoffs (e.g. throughput) could be analyzed using game-
based concepts (Nash equilibrium, Pareto efficiency, evolution stability etc.). In this work we presented the model
of TCP network’s dynamic and proved existence and uniqueness of solution, formulated payoff matrix for a net-
work game and found conditions of equilibrium existence depending of loss sensitivity parameter. We consider
influence if denial of service attacks on the equilibrium characteristics and illustrate results by simulations.
Key words: game theory, network model, Nash equilibrium, network simulation.
Introduction
It is almost impossible now to imagine
our life without computer networks. Only for
several decades, the Internet has rapidly
transformed the ways in which individuals,
societies and even governments communicate,
exchange information and conduct their
economic and social activities. And this
process is far from the ending. As was
envisioned recently by Google's executive
chairman Eric Schmidt: “the internet will
disappear as everything in our life gets
connected. There will be so many devices,
sensors, things that you are wearing, things
that you are interacting with that you won't
even sense it. It will be part of your presence
all the time.”
It seems that future Internet has to be
self-organizing, self-protecting, and self-
optimizing.
This next-generation communication
environment will include interaction of
intelligent devices that are capable of
autonomously take decisions within highly
dynamic and rapidly changing digital world.
However, the continuous (and successful till
now) development of networks, which is
accompanied by exponential growing of their
complexity, heterogeneity and distributive-
ness and which appears natural at the present
time, creates new challenging problems. As
mentioned in [1], to address these problems
with appropriate approach we need to develop
a new set of models based on control theory,
game theory, and network optimization.
First, let us introduce a problem on a
high level. Consider a interaction between
selfish users in a network (network here is
some common pool with limited resources).
Each user can adopt a method of action
(strategy) which have influence on whole
network and other users. The examples of
actions are: choose protocol, change rate or
route of data flows. For every possible
combination of adopted strategies (outcome)
there is a reward or utility for each user,
which indicates his/her preferences over
outcomes. Selfishness (or rationality in game
theory terminology) means that a user wants
to maximize utility. For instance, when user
wants to download big file he prefers to
receive as much network resources as
possible. However, if user wants to read news
then small but stable connection is sufficient.
This situation leads to obvious conflict when
summary users’ demand is bigger then
network supply. If this happens network
drops or delays users’ data, so generally it is
not good for users. From the other side,
network underloading (when demand is
smaller then network capacity) is also
undesirable because leads to inefficiency of
resource using.
Delivering information about network
state to end user is a challenging problem and
crucial part of any feedback based protocol.
As a rule user has knowledge about successful
delivery of his data (in other words he knows
that network is probably underloaded) and
about overload event (if he doesn’t receive
successful ACK – acknowledgement packet)
with some delay. This type of information is
called binary feedback. The natural rate
Математичне моделювання об’єктів та процесів
117
control based on this information called
AIMD (additive increase, multiplicative
decrease) scheme. There are another
possibilities, but it was proved that AIMD
algorithm will oscillate near the point of
effective (all bottle-necks will be loaded) and
fair (in some sense) allocation of network
resources. AIMD was the core of first version
of first successful protocol – TCP, which still
carries 70 percent of the Internet traffic.
Nowadays, TCP isn’t one protocol but big
family (number keeps increasing) of
algorithms with different implementations of
the origin idea.
Protocol development went through
the competitive evolution between different
protocols, abandonment of some of them and
appearance of new ones. The possibility to
deploy new versions of protocols gives user
control to improve performance of his
connection by choosing suitable algorithm.
When many users are trying to achieve better
performance it is difficult to predict
consequences of such a competition. There is
a problem how to ensure stable, fair and
effective network behavior in the situation of
dynamic and antagonistic interaction of
selfish users. First natural approach to address
this problem with optimization framework
was developed in work by Kelly et al. [2].
Later it was shown that congestion control,
routing and scheduling in wired and wireless
networks can be thought of as fair resource
allocation. The protocols in this framework
are nothing else as algorithms that allow a
decentralized solution of the problem. This
idea to consider network as an algorithm for
solving maximization problem of total
network utility (sum of users’ utilities) proved
to be very fruitful [3]. The limitation in this
approach is that protocol (in centralized or
decentralized manner) dictates what strategy
user should use.
It is natural to assume that users try to
improve performance of their connection by
choosing suitable protocol. The problem here
lies in interaction between different
implementations of TCP which could be
“unfriendly”. This means that one
implementation is more “aggressive” and
another is more “peaceful” in competition for
resources. The question of protocols
interaction is quite complex. Building analytic
model for predicting network behavior for
different protocols is a challenging problem.
There are many approaches of investigation
of complex networks from different directions
(static, dynamic, deterministic etc). There is,
however, novel systematic approach towards
network modeling – the game theory. Game
theory addresses problems in which multiple
players with conflicting goals compete with
each other. The evolutionary games concept is
a part of game theory that focuses on studying
interactions between populations rather than
individual players. One of the earliest
publications about the use of evolutionary
games in networking is [4] that study through
simulations some aspects of competition
between TCP users. For this model it was
shown that dynamic of this process described
by difference equation has stable solution and
users payoffs are forming a structure of
evolutionary game known as Hawk-Dove
game. Also there were identified conditions
under which equilibrium is evolutionary
stable.
There is another possible reason of
inefficient, unstable or unpredictable
network behavior – security violation.
Unfortunately, networks have many security
issues: illegal data access, viruses, network
attacks, etc. One of the most dangerous
attacker’s activities are Denial of Service
(DoS) attacks. DoS attack aims to stop the
service provided by a target. When the traffic
of a DoS attack comes from multiple
sources, it called a Distributed Denial of
Service (DDoS) attack. By using multiple
attack sources, the power of a DDoS attack is
amplified and the problem of defense is
made more complicated. Currently we have
numerous DoS attack types. Each attack uses
some special exploit of Internet protocols or
software weaknesses. Recently novel type of
attack was developed. This low-rate attacks,
using carefully calculate timing, imply
significant inefficiencies that tremendously
reduce system capacity or service quality. In
the literature, this kind of network intrusion
is called shrew attack or Reduction of
Quality (RoQ) attack. This constant
development of new attacks demands new
solutions especially in attack detection area.
Математичне моделювання об’єктів та процесів
118
Intrusion Detection Systems (IDSs) is
a software which is used to monitor events
occurring in a network. An IDS is also used to
analyze these events in order to determine
whether an attack has occurred. Once an
attack is detected, a report is sent to the
network administrator. Current IDSs are not
very sophisticated and rely on ad hoc schemes
and experimental algorithms. Due to these,
IDSs need theoretical tools to handle
sophisticated, organized attacks. Game
theoretic approaches have been proposed by
many researchers to improve network
security, for example to analyze high level
“security investment game”, but these models
usually don’t include network dynamics.
Game theory provides mathematical
base for analyzing and modeling security
problems with many agents which could
interact in complex, dynamic environment.
The advantage of game theory approach is s
possibility of analyzing many different
scenarios before adopting a certain strategy.
Using mathematical modeling we can
simulate network topology, controlling
algorithms and users’ actions. This model
could greatly improve network administration
by predicting future security problems and
likely behavior of users before we actually
start to build our network.
On the other hand network security
measurements involve risk assessment. For
example, one of the metrics is the probability
of it being attacked. If we adopt game theory
view on network dynamic then we can
formulate conditions when interaction
between rational users leads to an equilibrium
state of the network. Network attack is a
result of malicious actions of attacker. Attack
changes equilibrium characteristics and could
be therefore detected.
In this work we describing integrated
approach based on game theory models. First,
we introduce formal model of TCP network
dynamic. We mainly focus on AIMD
behavior because it is the most important
mechanism of TCP congestion control. Using
dynamic systems theoretic results we show
existence and stability of network resources
allocation point. Then we consider game
between users in the network and formulate
conditions for Nash equilibrium existence and
uniqueness. We introduce network attacker
into system and estimate attack influence on
equilibrium characteristics. Finally, we show
simulation results and make conclusions of
future trends.
1. Game theory. Definitions
We will limit our scope with non-
cooperative games in strategic or normal
form. A non-cooperativeness here does not
imply that the players do not cooperate, but it
means that any cooperation must be self-
enforcing without any coordination among the
players. Strict definition is as follows.
A non-cooperative game in strategic
(or normal) form is a triplet
iiii uSG ,, ,
where:
is a finite set of players, i. e.,
},...,1{ N ;
iS is the set of admissible strategies
for player i ;
RSui : is the utility (payoff)
function for player i, with NSSS ...1
(Cartesian product of the strategy sets).
A game is said to be static if the
players take their actions only once,
independently of each other. In some sense, a
static game is a game without any notion of
time, where no player has any knowledge of
the decisions taken by the other players. Even
though, in practice, the players may have
made their strategic choices at different points
in time, a game would still be considered
static if no player has any information on the
decisions of others. In contrast, a dynamic
game is one where the players have some
information about each others’ choices and
can act more than once, and where time has a
central role in the decision-making. When
dealing with dynamic games, the choices of
each player are generally dependent on some
available information. There is a difference
between the notion of an action and a
strategy. A strategy can be seen as a mapping
from the information available to a player to
the action set of this player.
Based on the assumption that all
players are rational, the players try to
maximize their payoffs when responding to
Математичне моделювання об’єктів та процесів
119
other players’ strategies. Generally speaking,
final result is determined by non-cooperative
maximization of integrated utility. In this
regard, the most accepted solution concept for
a non-cooperative game is that of a Nash
equilibrium, introduced by John F. Nash.
Loosely speaking, a Nash equilibrium is a
state of a non-cooperative game where no
player can improve its utility by changing its
strategy, if the other players maintain their
current strategies. Formally, when dealing
with pure strategies, i.e., deterministic choices
by the players, the Nash equilibrium is
defined as follows:
A pure-strategy Nash equilibrium
(NE) of a non-cooperative game
iiii uSG ,,
is a strategy profile Ss * such that for all
i we have the following:
),(),( ***
iiiiii ssussu for all ii Ss .
Here jijji ss ,][ denotes the
vector of strategies of all players except i . In
other words, a strategy profile is a pure-
strategy Nash equilibrium if no player has an
incentive to unilaterally deviate to another
strategy, given that other players’ strategies
remain fixed.
Another important concept is Pareto-
dominance, which allow two strategies to be
compared. The strategy profile Ss * Pareto-
dominates
Ss if for all i )()( * susu ii .
The strategy profile Ss * is a Pareto-
optimal profile if it is dominated by no other
profile. In Pareto-optimal profile no player
could make his payoff better without worsen
payoff of some other player. Now consider
the notion of best response. The best response
(BR) of player i to the strategy profile is is a
correspondence
),(maxarg)( iii
Ss
ii ssusBR
ii
.
The BR is a correspondence that is a set-
valued function. In practice this means that
for some situations player has (possible)
many strategies with the same payoff. Using
best response notion we can characterize
Nash equilibrium as follows. A pure-strategy
Nash equilibrium of a non-cooperative game
iiii uSG ,,
is a strategy profile
Ss * such that )( ** sBRs .
The strong side of Nash concept is that every
game has at least one NE (under mild
assumptions). From the other hand it is
common situation to meet many NEs or to
have Pareto-dominated NE.
Let us define the last metric. From
network performance point of view it is
important to measure the aggregated payoff.
The social optimum of a game is a maximum
of the sum of the utilities of all players. Any
social optimum is Pareto optimal.
2. Game theory for security
problems
Let us fix following notations to
explain attack-defense interaction in
networks. Network is a collection of nodes
and links. Node can be a server, user or
router. Legitimate users are rational and
interested in minimizing their own costs. Any
user that launches an attack on a network is
called attacker. IDS is a hardware or
software system used to monitor the events
occurring in a network or computer system.
The main purpose of IDS is of course
detection of attack. There are two possible
issues: false alarms and missing detection.
Several different approaches have
been proposed for detecting intrusions. A
currently widely used method is to check
monitored events (packets in the network, log
files, etc.) against a known list of security
attack signatures. This approach has the
advantage of enjoying a relatively small false
alarm rate and ease of implementation. The
disadvantages are the need to maintain and
update the attack signature database, and the
restriction to detection of only the known
attacks documented in the database. These
information structures are also useful in
detecting more organized multistep attacks.
An alternative approach is the anomaly
detection, where changes in the patterns of
Математичне моделювання об’єктів та процесів
120
nominal usage or behavior of the system are
detected. Although this approach increases
the probability of detecting undocumented
new attacks it is difficult to implement, and
has often a higher false alarm rate. We
introduce an idea to develop game theory
based detection of anomalies. A significant
shortcoming of the current IDSs is the lack of
a unifying mathematical framework to put the
pieces into a perspective. Game theory can
provide a basis for development of formal
decision and control mechanisms for intrusion
detection. Specifically, game theoretic models
can be used to address issues like the
following:
Develop game model of network
using huge amounts of data from detection
mechanisms.
Finding weaknesses and possible
targets of an attacker in a large complex
system.
Reconfiguring the security system
given the severity of attacks and making
decisions on trade-offs like increasing
security versus increasing system overhead or
decreasing efficiency.
Deciding on where to allocate or
reallocate limited resources in real time to
detect significant threats to vital subsystems
in a large networked system.
Analyzing of and modeling the
interaction between different types of
protocols, allocation algorithms and detection
schemes.
Game theory provides a framework to
model interaction between selfish, compete-
tive users, malicious attackers and system
administrator. Three key elements of such a
system are: network dynamic model, game
model and scenarios of malicious actions
(attacks). Network dynamic modeling is a
challenging problem, which was developed
last decades. The work of F. Kelly et al. [2]
was the first example of considering of
Internet network resource allocation as an
optimization problem. Later many authors
[see for example 5–10] have developed
generalizations of this framework. There are
many approaches to investigation of complex
networks from different angles (static,
dynamic, deterministic etc.) using control
theory, Petri nets, Markov chains etc.
The evolutionary games concept is a
part of game theory that focuses on studying
interactions between populations rather than
individual players. One of the earliest publica-
tions about the use of evolutionary games in
networking is [11] that study through simu-
lations some aspects of competition between
TCP users. The evolutionary games based on
the concept of the ESS (Evolutionary Stable
Strategy), defined in 1972 by the biologist
Maynard Smith [12]. Fundamental survey of
applications of game theory to networks is
[9]. In this paper we develop the line of
research presented in [13] by Altman et al.
We consider a model of users which are using
different TCP connections. For this model it
was shown that dynamic of this process
described by difference equation has a stable
solution and users payoffs are forming a
structure of evolutionary game known as
Hawk-Dove game. Also there were identified
conditions under which equilibrium is
evolutionary stable.
Considering distributed network of
selfish players (e.g. the Internet) we meet
problem of efficiency measuring. It is obvious
that centralized planning could optimize
overall performance of the system.
Unfortunately, there are many reasons why it
is not possible to construct centralized control
over the Internet. However, game theory
paradigm generated unexpected idea for
dealing with such complex decentralized
systems [15]. If game has unique NE and
users are rational players then network will
operate near this point even without
coordination. Game structure, defined by
utilities and strategies determine network
evolution toward equilibrium point. So it is
important to characterize the equilibrium
efficiency and to find conditions of existence
and uniqueness. A well-known way of
characterizing the efficiency of the NE is to
calculate whether or not it is Pareto-optimal.
However, it is not uncommon for non-
cooperative game to have not Pareto-optimal
NE. In the work [14] of Papadimitriou was
introduced a concept of Price of Anarchy
measure. Price of Anarchy (PoA) is equal to
the ratio of the highest value of the social
optimum to the lest optimal NE of the game.
Another important metric is the Price of
Математичне моделювання об’єктів та процесів
121
Stability which is defined similarly by
replacing the denominator of the PoA with the
best NE of the game.
We propose a concept for improving
security through developing a game theoretic
model for better understanding of processes in
networks. On the first stage we build
comprehensive network model with definite
static game structure, which could be
dependent on different parameters. Nash
equilibriums determine possible dynamic of
associated repeated game, so we could
calculate metrics and characteristics. Based
on this calculation IDS make decisions about
anomalies and intrusions.
3. Network dynamic model
We start with notation of network
modeling. All propositions in this and
following chapters could be found in [16, 17]
with detailed explanation.
Consider a network with M nodes.
Every node has at least one service link with
limited overall capacity ip , Mi ,...,1 (e.g.
processing rate, CPU time or network
bandwidth). Let },...,1{ MI , },...,1{ LK
be sets of indexes of nodes and service links
respectfully. There are N users, connected to
this network. Let )(tx j be the transmission
rate of j user, where },...,1{ NJj . There
is natural assumption about vector of rates
Nxxx ,...,1 :
NRx . Users choose their
rates )(tx j at moment t . This means that
packets streaming through link Kk with
summary rate
)(
)(
ksj
jk txy , where )(ks is
a set of indexes of users, which use this link.
In our simplified model there are no queues
and information delays. If sum of transfer
rates ky less then node capacity kp , then all
packets are served. If summary rate of flows
using the node’s links is equal or bigger than
the node capacity then overload event occurs
(overload here is a synonym of packet loss).
We will assume that routing is deterministic
and uncontrolled and information about
overload delivers to users momentarily. Let us
fix the following notation throughout this
paper. Denote )(tuk , Kk as the service
rate of k ’s link. The constituency matrix is
the LM matrix C whose ijc element is
equal to 1 if i ’s link belongs to j ’s node and
otherwise is 0. Now we define a control set
KRU , which contains all possible service
rates for the system. Let U be a convex
compact set from KR and for any Uu the
inclusion Uu holds for any ]1,0[ .Let
P be },...,{ 1 Mppdiag – diagonal matrix.
The routing matrix R is the MM matrix
defined for Pji , . Element ijr is equal to 1
if the output of i ’s link is the input of j ’s
link and otherwise is 0. The input matrix A is
the NL matrix defined for JjKi , .
Element ija is equal to 1 if j ’s user uses i ’s
link and otherwise is 0.
Overload conditions. When the
system produces overload and how one can
analytically predict it? This is important
problem of network modeling.
Proposition 3.1. (Stability condition)
If for )(tx , ],[ 10 ttt there exist Uu ,
)1,0[ , such that
utxARP
M
k
kT
)(
1
0
1 ,
then the system doesn’t produce any overload
events.
If rates x satisfy stability condition
then network will be lossless. But from
practical point of view, there are many
problems with applicability of this condition.
First, in real network each user doesn’t have
information about system’s current state and
about rates of other users so he cannot
calculate proper rate. Second, user cannot
choose any rate he wants (at least in TCP
scheme). Instead he chooses protocol,
controlling his rate.
Geometric approach. Let 0x be an
initial vector of rates and , vectors of
parameters. According to original AIMD
scheme user rates are increasing between
overloads with rate . When overload occurs
rate drops to x . Now we will put into
formal definitions.
Математичне моделювання об’єктів та процесів
122
Denote W as a set
UwARPRw
M
k
kTN
1
0
1| .
Let us define function
}:0max{),( XxXx and set
vvUvUvV ),(: . Set V is a subset
of boundary of U , which belongs to
NRint
(V is “active” in the sense that in these and
only in these points overload are happened).
Define it , 1i as a first moment of
time 1 ii tt , such that Vtx i )( . We will
assume that the RTT (round trip times) are the
same for all connections and losses are
synchronized: when the combined rates attain
capacity, all connections suffer from a loss.
Consider following equation
tN
i
ii tttxBItx
1
)()()()( , (1)
where is delta-function, B
},...,{ 1 Ndiag , }:max{ ttnN nt .
Equation (1) is well-defined Caratheodory
equation with discontinuous right-hand side,
differential equations with impulses have
been examined in many papers, which cannot
all be referenced here. It is known that there is
an almost continuous solution (continuous in
all points except a set of measure zero)
tN
i
ii tttxBIttx
1
)()()()( , (2)
where is the Heaviside step function.
Explicit formula (2) is not very practical but
gives us important information about solution
existence and its continuity in almost all
points.
Condition 3.1. For any Wx , such
that VxARP
M
k
kT
1
0
1 )( it is true that
WBx .
Let us explain Condition 2.1
informally. W is the vector set of possible
users rates. W is convex compact set and
Wtx )( for 0tt 0tt . As mentioned )(tx
is an almost continuous function, and drops
only happened when Vtx )( . After drop
event users rates equal to )(tBx . The
condition 2.1 means that after applying
decreasing operator B user rate still will be in
the admissible set W .
Main result. Now we can formulate
the main result of this section – existence and
uniqueness of the limit solution.
Proposition 3.2. Let us consider
admissible pair , . If Condition 3.1 holds
then for any Wx 0 solution of (1) exists and
is converging to unique periodical solution
)(ˆ tx .
Using this property, we can calculate
*x directly TTBIxc 1* )( .
Now we consider a competition
between users which use AIMD version of
TCP with different parameters. Their
connections are sharing a common network.
We will assume that users send their packets
exactly the same way, so we can reduce
network topology to single link type with
capacity c , calculated from the solution (2).
4. NETWORK GAME MODEL
In order to formulate game for our
dynamic system in strategic form we must
specify the players, their strategies, and their
potential payoffs. We assume that there are
N AIMD strategies is with control
parameters ),( ii , Ni ,...,1 . Denote S as
a set of all possible strategies. We consider
payoff of the form
)()()( sRsThpsJ ii ,
where ),...,( 1 Nsss – vector of strategies;
iii xsThp )1(5.0)( – average throughput
of i ’s player; 0 – tradeoff parameter
(sensitivity to losses);
)(
1
)(
sT
sR – loss
rate.
Example. Let us calculate payoffs for
two strategies:
,
2
4
)1(
),(),( 21
c
cssJssJ ii
iiii
Математичне моделювання об’єктів та процесів
123
),(
)(2
)1(
),( 21
21
11
211
c
c
ssJ
),(
)(2
)1(
),( 21
21
22
121
c
c
ssJ
),(),( 121212 ssJssJ , ).,(),( 211122 ssJssJ
Equilibrium in N protocols game.
Consider game with N AIMD strategies. We
assume that all is are ordered lexicogra-
phically, Nsss ...21 , where ji ss
means that ji and ji . In other
words protocols are sorted by aggressiveness
ordering.
Proposition 4.1. If is sufficiently
small than the most aggressive protocol is
dominant strategy.
Proof. Suppose i 1 , i 1 for
all Ni ,...,2 . Consider payoffs for the first
player ),( 111 ssJ and ),( 11 ssJ j . Let us find
period for both strategy profiles:
,),(
1
11
A
c
ssT
where
k
kA is sum, defined by strategy
set 1s ,
A
c
ssT
j
j
),( 1 . Note, that
),(),( 111 ssTssT j .
Calculate throughputs:
)(2
)1(
2
)1(
),(
1
11
*
11
111
A
cx
ssThp
,
)1(2
)1(
1
1
A
c
.
)1(2
)1(
2
)1(
),(
*
11
j
jjj
j
A
cx
ssThp
Calculate payoffs:
),(),(),( 1111111 A
c
ssThpssJ
).(),(),( 1111 A
c
ssThpssJ jjj
Condition of dominating of first
strategy is
)(),( 1111 A
c
ssThp
)(),( 11 A
c
ssThp jj
,
,
)1(2
)1(
)1(2
)1(
1
11
1
cA
c
A
c j
.
)1(2
)1(
)1(2
)1(
1
1
1
2
j
j
A
c
A
cc
And since expression in right side is
positive we obtain the result.
For more subtle results about
equilibrium’s characteristics see [16].
Nash Mixed and Pure in Two
Protocols Game. Here we investigate the
game for two protocols and find conditions
for Nash equilibrium. From definition it is
clear that ),(),( kkjkki ssJssJ – we will
write just
),( kk ssJ , ),(),( kpjpki ssJssJ ,
ij \}2,1{ .
Using standard techniques for calculating
Nash we obtain:
),()1(),()( 211111 ssJpsspJsJ ,
),()1(),()( 221221 ssJpsspJsJ
assuming the probability of player 2 using the
first strategy is p . In Nash equilibrium the
payoff can’t be further increased, so these two
values should be indistinguishable, which
leads to the following equation
),()1(),( 2111 ssJpsspJ =
).,()1(),( 2212 ssJpsspJ
Or, after solving it for p :
p
.
)),(),(()),(),((
),(),(
11122221
2221
ssJssJssJssJ
ssJssJ
Taking into account that p is a probability,
we impose a natural restrictions on it:
10 p , where cases with 1p or 0p
result in game having a pure-strategy
equilibrium (with dominant strategy 1s and
Математичне моделювання об’єктів та процесів
124
2s , respectively), and 10 p corresponds
to the case of mixed-strategy Nash
equilibrium.
Should we investigate the conditions
for the former, we get
),(),( 2221 ssJssJ
)1)(1(
))1()1((
12
2112
c
+
))1()1((2
)1)(1(
2112
211
c
+
)1(
2
2
2
c
+
)1(
4
1
2 C .
),(),( 1112 ssJssJ
)1)(1(
))1()1((
12
2112
c
+
))1()1((2
)1)(1(
2112
122
c
+
)1(
2
1
1
c
+ )1(
4
1
1C .
Consequently,
)1()1(
)1(2
1
2112
12
p
))(1(
)1()(4
211
2
2
1
2
21
c
c
.
)1)(1(
4
21
2
2
c
Considering the case where game has pure-
strategy equilibrium, we get two possible
conditions: 1p or 0p .
Solving the equations, we find the
values of that correspond to the case of
dominant strategy:
,
))1()1())(1()1((4
))1)(1()21((
21122112
121211221
c
))1()1())(1()1((4
))21)(1()1((
21122112
212121221
c
. (3)
Now, for the game to have mixed-strategy
equilibrium the following system of
inequalities must hold:
1p and 0p .
After solving this system for we get
)(4
))12()1((
2
1
2
2
2
2
2
1
211212121
2
C
)(4
))1()21((
2
1
2
2
2
2
2
1
212212121
2
C
.(4)
Proposition 4.2. If satisfies (4)
then there is Nash equilibrium in mixed
strategies. If satisfies (3) then there is Nash
equilibrium in pure strategies.
Extension for Protocols Parameters.
The game settings in previous sections were
limited by aggressive ordering of protocols. In
this section we weaken this condition to cover
protocol parameters relation that falls beyond
the “aggressive-peaceful” scheme, namely
situation when 21 and 21 .
Applying the same considerations as
above, we get the same results for pure-
strategy Nash equilibria, but for mixed-
strategy equilibrium an additional constraint
emerges.
Since we’re looking for cases with
10 p , we get the following conditions for
0p :
.0)),(),(()),(),((
,0),(),(
11122221
2221
ssJssJssJssJ
ssJssJ
Similarly, 1p holds when
)),(),(()),(),(( 11122221 ssJssJssJssJ
).,(),( 2221 ssJssJ
(It can be shown that other case with
0),(),( 2221 ssJssJ results 0 , which
has no physical sense, recalling that is an
error weight).
So, in the end we have the following
system of inequalities:
.0),(),(
,0),(),(
1112
2221
ssJssJ
ssJssJ
Математичне моделювання об’єктів та процесів
125
Or, after replacement of J and
transformations
.
)(4
))12()1((
,
)(4
))1()21((
2
1
2
2
2
2
2
1
211212121
2
2
1
2
2
2
2
2
1
212212121
2
C
C
Replacing
1
,
)(4
))1()21((
2
1
2
2
2
2
2
1
212212121
2
C
2
)(4
))12()1((
2
1
2
2
2
2
2
1
211212121
2
C
.
We get two possible solutions to the system
above:
,
,0)1()1(
12
2112
or
.
,0)1()1(
21
2112
Since 21 and 21 then 12 , the
actual solution is
.
,0)1()1(
21
2112
Proposition 4.3. If 21 and
21 and
1
21
21
1
)1(
, 21 ,
then there is evolutionary stable equilibrium
in mixed strategies.
Formulated conditions are consistent
with the previous result with regards to
protocol parameters specifics.
5. NETWORK ATTACKS
SIMULATIONS
We study in this section numerically
dynamic system (1) and equilibriums of
defined game with replicator dynamics. The
practical value of these results could be
divided on two parts. Firstly, this is analytical
tool for predicting shares of network
resources for given set of AIMD protocols.
Secondly, we can model users’ behavior
(taking into account usual game theory
assumptions about rationality, common
knowledge etc.) using replicator dynamic
equation. This equation is rather quality
solution tool that show a dynamic and shares
of network resources for each users group.
Solution for dynamic system. Nume-
rical simulations were made using Wolfram
Mathematica environment. On the picture
below we show convergence of AIMD
scheme for 2 and 3 dimensions.
0.2 0.4 0.6 0.8 1.0
x1
0.2
0.4
0.6
0.8
1.0
x2
0.0
0.5
1.0
x1
0.0
0.5
1.0
x2
0.0
0.5
1.0
x3
Fig. 1. Simulations results for 2-d
and 3-d systems
Математичне моделювання об’єктів та процесів
126
Attack modeling. To test theoretic
model described above, a simulation model
was developed under NS-3 Network
Simulator package. The specifics of the
model, as well as simulation results, are
described below.
For the purposes of testing, a simple
topology consisting of four nodes was built
(fig. 2) – the nodes represent sender, router,
receiver and attacker.
Node A
10.1.2.2
Node E
10.1.3.2
Node B
10.1.1.0
100 Mbps
100 Mbps
Node C
10 Mbps
Fig. 2. Testbed topology
The basic workflow is as follows: the
sender (Node A) uploads a large file to some
storage, controlled by file server (Node B),
that resides in a different subnet. Thus, a large
volume of traffic is generated and routed
between the adjacent subnets by router (Node
C). Then an attacker from the sender’s subnet
steps in (Node E). His goal is to disrupt a
client-server operations by performing a
denial-of-service attack, but, as router comes
equipped with basic flood-detection
capabilities, attacker won’t be able to perform
a full-scale UDP or ICMP DoS attack, and
has to resort to different means.
He chooses a particularly stealthy
approach known as low-rate TCP denial-of-
service attack, which exploits the weakness of
TCP retransmission mechanism to cause a
significant service degradation or even a full
outage. The idea is the following: as TCP
employs an exponential backoff technique for
retransmission of packets presumed to be lost,
it is enough for an attacker to cause a short-
term service outage with traffic spike and then
maintain this state by sending the same spikes
on the exact moments the client attempts to
retransmit a packet. In more detail, if the
client detects a packet loss at time t, it is
enough for an attacker to perform short-term
DoS in moments t+RTO, (t+RTO)+2*RTO,
((t+RTO)+2*RTO )+4*RTO and so on, where
RTO is a value of TCP retransmission
timeout. Moreover, lots of TCP
implementations have the default RTO value
of 1 second, which makes the described attack
feasible even for networks with large amount
of clients, as they are likely to have close
RTO values.
The setup of NS-3 model is as
follows: at time 0 the client at Node A
establishes the connection with the server at
Node B and starts sending data using TCP.
Then, at 20 seconds from the beginning of a
simulation, an attacker at Node E kicks in,
periodically sending 30 traffic spikes of
predefined length, separated by periods of
silence. We denote the period between traffic
spikes as T, and the length of the spike itself as
τ. Obviously, different values and ratio
between T and τ would yield different results
in terms of attack success, with most
prominent being achieved as T nears RTO.
Depicted on fig. 3 are sample graphs of client
congestion windows dynamics under different
values of T with τ being the same value of 0.1.
Fig. 3. Congestion window
dynamics at T = 0.9 and T = 1
Математичне моделювання об’єктів та процесів
127
As shown on graphs, the least goodput
(and the most successful denial-of-service) is
achieved with T being equal to default RTO
value, which is consistent with theoretically
predicted results.
Further, we investigate a client
throughput change during attacks with
different T values. The resulting graph,
presented at fig. 4, shows the performance
degradation of client on 10 Mbps link under
different attacks with the same total amount
of traffic sent.
Fig. 4. Client throughput
depending on attack parameters
CONCLUSIONS
In this paper, we have presented an
overview of approaches to deal with security
problems using a game-theoretic framework.
The general objective was to identify and
address the security and efficiency problems,
where game theory can be applied to model
and evaluate security problems and
consequently used to design efficient network
control solution. The application of game
theory is an emerging field in network
security, with only a few papers published so
far.
Game theory provides a (parametric)
model, which is refined and calculated using
statistical data from real network. This model
is actually a set of three layers of models,
discovering system’s dynamic and users’
behavior from different angles. The first layer
is a game between user and network. Solution
is the protocol – strategy of user data flow.
The second later is a game among users. Each
user tries to receive maximal resource. This is
non-cooperative game. Rational behavior
leads to the Nash equilibrium (through its
computing can be very complex). Network
tries to balance users and achieve effective
NE. System allocation algorithms efficiency
is measured by PoA or PoS metrics. The last
layer is a game with attacker. Attacker wants
to disrupt network and prevent users from
receiving any resources. This is game with
pure conflict (zero-sum game). Analysis of
resulting NE gives us metric to measure
strength of attack and detect weaknesses of
system.
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Date received 11.12.2015
Information about author:
Ignatenko Oleksii,
Cand. Sc. (Phys. & Math.),
senior research fellow,
Publications: 34,
7 – in indexed scientific libraries.
http://orcid.org/0000-0001-8692-2062
Affiliation:
Institute of Software Systems
NAS Ukraine,
03187, Kyiv - 187,
Academician Glushkov ave, 40.
Tel.: (044) 526 6025.
E-mail: o.ignatenko@gmail.com
mailto:o.ignatenko@gmail.com
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