Our model relies on a recent work in the field of Economics on the theory of imperfect private monitoring for the dynamic Bertrand oligopoly, and adapts it to the wireless multi-hop netw
Trang 1A GAME THEORETICAL MODEL
FOR COLLABORATIVE PROTOCOLS
IN SELFISH, TARIFF-FREE, MULTI-HOP
NATIONAL UNIVERSITY OF SINGAPORE
(2005)
Trang 3I would like to thank my supervisor, Dr Winston K.G Seah, for his assistance in many ways
Trang 4Table of Contents
1 Introduction 1
1.1 Mobile Ad Hoc Networks 4
1.1.1 Network Routing 6
1.1.2 Medium Access Control 7
1.1.3 Quality of Service Provisioning 8
1.2 Game Theory 9
1.2.1 Strategic Games 10
1.2.2 Extensive Games 13
1.3 Our Contributions 15
2 Wireless Network Availability 19
2.1 Introduction 19
2.2 Incentive-Based Mechanisms 21
2.3 Punishment-Based Mechanisms 24
2.4 Summary 25
3 Punishments in Repeated Games 27
3.1 Introduction 27
3.2 Finitely Repeated Games 29
3.3 Infinitely Repeated Games 30
3.3.1 Repeated Prisoner's Dilemma 32
3.3.2 Folk Theorems 35
3.3.2.1 Nash folk theorem 36
Trang 53.3.2.2 Perfect folk theorem 36
3.4 Session-based Generous Tit-for-Tat (GTFT) 38
3.5 Do ut des strategy 40
3.6 Topology Dependent Analysis 40
3.7 Punishment, parole and rehabilitation 42
3.8 Self-Learning Repeated Game 42
3.9 Summary 44
4 Private Monitoring 47
4.1 Introduction 47
4.2 Aoyagi's Game for Dynamic Bertrand Oligopoly 48
4.2.1 Game Model 50
4.3 Summary 56
5 The Wireless Multi-hop Game 58
5.1 Introduction 58
5.2 Modelling Multi-hop Characteristics 61
5.3 Periodic Punishment Approach 65
5.4 Condition for Efficient Collusion 69
5.5 Summary 75
6 Playing in the Wireless Environment 78
6.1 Introduction 78
6.2 Modelling Private Observations 79
6.3 The Reporting Strategy 82
6.4 Proof of Assumption 1: Correlated Packet Arrival Signal 90
6.5 Proof of Assumption 2: Highest Unanimity at Collusion 93
6.6 Summary 101
Trang 67 The SRRR Protocol Framework 103
7.1 Introduction 103
7.2 Protocol Description 104
7.3 Secrets and Lies 108
7.4 Simulation Results 113
7.5 Summary 119
8 Conclusion 120
9 Bibliography 126
Trang 7Traditional networks are built on the assumption that network entities cooperate based
on a mandatory network communication semantic to achieve desirable qualities such
as efficiency and scalability With technological maturity and widespread technical know-how, a different set of network problems has emerged - clever users that alter network behavior in a way to benefit themselves at the expense of others The problem would be more pronounced in mobile ad hoc networks (MANET) where network ownership can be shared among different entities
Node misbehavior can occur in various degrees At the extreme end, a malicious node may eavesdrop on sensitive data or deliberately inject fabricated, replayed or tampered packets into the network to disrupt network operations The solution is, generally, to enable network encryption and authentication This thesis, on the other hand, focuses
on misbehaviors caused by selfish but rational users while keeping in mind the dangers posed by malicious ones In contrast to a malicious node, a rational node acts only to obtain the outcome that he most prefers In such a case, cooperation can still
be achievable if the outcome of cooperation is to the best interest of the node MANETs, which are typically made up of wireless, battery-powered devices, will find cooperation hard to maintain because it requires the consumption of scarce resources such as bandwidth, computational power and battery power The objective of this thesis is to apply game theory to achieve collusive networking behavior in the MANET operational environment The scenarios for such behaviour to occur lies in
Trang 8the emerging 4th generation networks where communications over multihop wireless links, across nodes that may subscribe to different providers, are envisaged to occur.
Research in this area is still in its infancy and existing solutions lack technical feasibility and theoretical consistency These solutions fall into the category of pricing
or punishment The pricing solution either requires a tamper-proof counter as a reliable storage of a node's wealth, or an occasional connection to a central authority where payments can be coordinated Punishment methods are often designed based on the well-established Repeated Game model and promiscuous listening may be relied
on for the monitoring of other players' actions Promiscuous listening is, nevertheless, unreliable and computationally demanding In addition, the Repeated Game model (perfect and public) fails to account for imperfection in the wireless monitoring device (whether it is public or private) and proposed solutions also overlooked the need for coordinated punishment Most unforgivably, mass punishment of nodes creates a vulnerability for Denial-of-Service (DoS) attacks, threatening even the feasibility of the punishment mechanism as a solution for sustaining cooperation in MANETs The complexity of modeling MANETs and the suitability of available game models poses
a significant challenge to the realization of a theoretical model for collusive MANETs protocols
In this work, pricing, promiscuous listening and mass punishments are avoided altogether Our model relies on a recent work in the field of Economics on the theory
of imperfect private monitoring for the dynamic Bertrand oligopoly, and adapts it to the wireless multi-hop network The model derives conditions for collusive packet forwarding, truthful routing broadcasts and packet acknowledgments under a lossy,
Trang 9wireless, multi-hop environment, thus capturing many important characteristics of the network layer and link layer in one integrated analysis that has not been achieved in previous works
We provided a proof of the viability of the model under a theoretical wireless environment Based on the model, we proposed an SRRR protocol for demonstrating the application of our model to protocol design Finally, we proof by simulation that the SRRR protocol is resilient against selfish users under a several deception scenarios
Trang 10Table 1 Prisoners' Dilemma 11
Table 2 Battle of the Sexes 12
Table 3 Strategic form of the extensive game 14
Table 4 Modified Prisoner's Dilemma 30
Table 5 Control Slot Information 106
Table 6 Example Control Slot Information During Bandwidth Reservation 109
Table 7 Cooperative Scenario without Packet Dropping 109
Table 8 Simple Packet Dropping 110
Table 9 Secret Packet Dropping with Acknowledgment Lies 111
Table 10 Secret Packet Dropping with Bandwidth Lies 112
Table 11 Honest Packet Dropping 112
Trang 11Figure 1 Two player extensive game 14
Figure 2 Optimum Cutoff Reporting 88
Figure 3 Graphical Evaluation of Unanimous Probability 97
Figure 4 Graphical Evaluation of Unanimous Probability with Zoom 98
Figure 5 Unanimous Probability at Various Error Rates 100
Figure 6: Network Topology 109
Figure 7: Collusive Packet Forwarding 114
Figure 8: Upstream and Downstream Punishments during Simple Packet Dropping114 Figure 9: Downstream Punishment for Secret Packet Dropping with Acknowledgment Lies 115
Figure 10: Upstream Punishment for Secret Packet Dropping with Acknowledgment Lies 116
Figure 11: Downstream Punishment for Secret Packet Dropping with Bandwidth Lies 117
Figure 12: Upstream Punishment for Secret Packet Dropping with Bandwidth Lies 117 Figure 13: Downstream Punishment for Source Deviations 118
Figure 14: Upstream Punishment for Source Deviations 118
Trang 131 Introduction
Traditional networks assume that network entities or nodes can be designed to have well-defined behaviors and coordinate accordingly to ensure certain network goals are met These goals can be, for example, the optimized use of network resources or the Quality of Service (QoS) provided to the end users who generally arise from the interest of the network operator or the network users at large The goals, however, may not be commonly shared by individual end user who would always prefer to have better network access, even at the expense of other users Such a selfish behavior has been reported on rogue TCP sources that do not respond to Explicit Congestion Notification (ECN) [46]
The increasingly popular wireless networks are much more vulnerable to node misbehavior than the traditional wired networks Wireless networks can be classified into three categories – infrastructured, infrastructureless and hybrid The
Trang 14infrastructured wireless network has geographically fixed stations, interconnected
by a wired backbone, and serve as central points of coordination and network access for wireless nodes An example is the cellular network The infrastructureless wireless network does not depend on any wired backbone but depend on members of the network to route packets for one another wirelessly, possibly over multiple hops Mobile Ad Hoc NETworks (MANETs) and sensor networks are examples of infrastructureless wireless networks The hybrid wireless network, as the name implies, is a mixture of the two, and applies infrastructureless networking to provide access to a wired access points for nodes that do not have direct access to these access points An example of such a network comes from the rooftop networks [19]
This thesis focuses on the study of selfish routing behavior in infrastructureless MANETs In a network, or portion of the network, without infrastructure, uncooperative behavior can be rampant and devastating Relating to the medium access layer, [57], [3] and [4] studies competition for wireless transmission In the network layer, the assumption of cooperative relaying of packets among nodes to reach destinations that are beyond the wireless transmission range is no longer valid when nodes exhibit selfish behavior The reason is that helping other nodes consumes precious resources, such as battery power, which is costly and non-beneficial to one Without suitable incentives, most existing protocols that assume cooperation are likely to fail
Pioneering works on mitigating node misbehaviors in the routing layer ([27], [26], [45], [43], [42] and [37]) highlighted the problem of selfishness and
Trang 15recommended, basically, two approaches to solve the problem – pricing and watchdog cum punishment Later works do not deviate far from these approaches but tries to align towards game theory
Adopting pricing as a solution in [47], [23] and [13] gives rise to the reliance on a central bank or a tamper-proof counter, which limits the practicability especially for a purely infrastructureless network Punishment methods based on repeated games are proposed by [32], [57], [41], [2] and [50] Promiscuous listening may
be relied on for monitoring transmission activities in the neighborhood It may require cross-layer integration, depending on the protocol layer of interest, and is too costly for a computationally resource-limited machine to process all packets overheard on a high data rate link Furthermore, the unreliable nature of promiscuous listening has not been studied and modeled sufficiently On the other hand, the problem of analyzing the protocol system in fragmented components has been studied in [48]; we too recognize this problem and therefore take an integrated approach in our analysis and try to capture as many network characteristics as possible In addition, the difficulty of coordinating punishment
in a multi-hop environment has been neglected Without coordinated punishments that divide time into collusive and punishment periods, punishments and deviations are otherwise indistinguishable The major drawback in many punishment schemes, however, is the need for the whole or a large portion of the network to participate in the punishment of one deviating node Such a punishment is too severe, inefficient and opens a security hole for denial of service (DoS) attacks
Trang 16Selfish and uncooperative behaviors can be analyzed with game theory A well developed field of mathematics, game theory is a formal way of analyzing outcomes of group behavior with the basic assumption that players are rational A rational player chooses an action that maximizes her outcome given her believes about other players' preferences The game analysis predicts the final outcome when rational players play against rational players Application of game theory has already commenced in the wired domain in areas such as congestion control, flow control and multicasting [6], [15], [7], [9] and [46] Nevertheless, available models do not sufficiently model the wireless multi-hop environment This thesis relies on the adaptation of Aoyagi's imperfect monitoring with communication for the Bertrand oligopoly [31] to analyze collusive packet forwarding, packet acknowledgments and truthful routing information dissemination in MANET.
1.1 Mobile Ad Hoc Networks
The Mobile Ad Hoc NETwork (MANET) was initially of interest mainly to the military, police and rescue agencies These organizations often need to operate under disorganized conditions or hostile environments where either network infrastructure is absent or difficult to construct Thus MANET embodies characteristics that are suited to these scenarios It is particularly quite well quoted that MANETs are self-creating, self-organizing and self-administering In a MANET, nodes dynamically create a wireless network among themselves without the need of an infrastructure or the intervention of a centralized coordinator This
is achieved through mutual cooperation and coordination The dynamic and
Trang 17distributed characteristics of MANET also make it fault resilient
The challenges of MANET have been numerous The differences between the wireless and wired medium and the infrastructured and infrastructureless operating environment prevent many existing solutions from being transplanted onto MANET In the initial phase, the research community confronted the challenge of route formation for multi-hop communication This requires the enabling of routing function in every node, the formation of loop-free paths and the reduction of communication overheads Without a centralized control, channel access, inevitably, has to be distributed, causing packet collisions With the infamous “hidden terminal” problem, traditional solutions become less effective Additionally, QoS that is already a challenge in today's Internet faces more obstacles in MANET This includes the complexity of route selection, resource reservation and, foremost, the maintenance of QoS performance under dramatically changing environment caused, for example, by node mobility and link instability
In recent years, however, there has been a growing interest in the application of MANET in the home or small office networking environment Nevertheless, the exposure of MANET to the public domain introduces a new strain of users Often called selfish, rational, greedy or uncooperative, these users challenge the very paradigm on which MANET has been designed and threatens its ability to function in such an environment
Trang 181.1.1 Network Routing
The advent of Defense Advanced Research Projects Agency (DARPA) packet radio networks in the early 1970s stimulated the research of numerous routing protocols for the MANET These protocols must address the problems of MANET such as limited battery life, low bandwidth and high error rates not found in the well-researched wired counterparts They generally fall within two categories [12] – proactive (table driven) or reactive (source initiated)
A proactive routing protocol maintains an up-to-date table of routing information
to every other node in the network This is accomplished by advertising itself periodically throughout the network Protocols within this category differ by the information they advertise and tables they maintain Examples of proactive routing protocols are Fisheye State Routing (FSR), Optimized Link State Routing Protocol (OLSR) and Topology Broadcast Based on Reverse Path Forwarding (TBRPF)
Reactive routing protocols are designed based on the principle that routes are discovered only when they are needed They commonly consists of two phases, namely the route discovery phase, whereby the node desiring transmission searches the network for a route, and a route maintenance phase, whereby dynamic changes along the route is monitored and updated Examples of reactive routing protocols are Ad Hoc On-Demand Distance Vector Routing (AODV) and Dynamic Source Routing (DSR)
Trang 19Among these protocols, AODV, OLSR and TBRPF are already part of the IETF recommendations [10], [49] and [39] For a survey and comparison, refer to [18] and [52]
1.1.2 Medium Access Control
Medium Access Control (MAC) protocols are usually designed to optimize to the medium that they operate on, and a wireless medium is very different from a wired one To begin, wireless medium has limited bandwidth due to spectrum scarcity and hardware constraints Optimized use of bandwidth is therefore of great importance In addition, path loss and signal fading deteriorates transmission reliability, making error correction and recovery inevitable, at the same time creating more protocol overheads Transmitting at high power to attain better reception quality has hardly been a viable option due to the fact that wireless devices are usually small and limited in battery life The greatest difficulty met by wireless MAC is nevertheless access contention resolution Sharing the same wireless medium and usually equipped only with a half-duplex transceiver, simultaneous transmission can interfere with each other Coordinated transmission
is therefore a must and the infamous hidden node terminals make the problem less simple
For a more comprehensive survey of wireless MAC protocols see [1], [5] and [20]
Trang 201.1.3 Quality of Service Provisioning
Quality of Service [44] is concerned with the provisioning of services meeting, mainly, delay, jitter and bandwidth requirements A set of QoS requirements is meaningful to a flow, or a connection between the source and the destination To realize the QoS, the network must guarantee the availability of a set of resources required by the flow Thus routers have to be aware of the flows traversing themselves and their respective resource requirements, which are generally achieved with resource reservation techniques
Before resources can be reserved, routes of adequate resources have to be chosen The availability of resources limits the QoS guarantees If a set of QoS guarantees can be maintained regardless of the topology updates in the network, the network
is said to be QoS robust If QoS guarantees can be maintained between consecutive topology updates, it is said to be QoS-preserving The selection of a route to meet the required QoS is the responsibility of QoS routing
The accuracy of network state information determines the quality of QoS routing Local state information is maintained at each node and can be assumed to be always available The local state information contains the cost metric of outgoing links, such as queuing delay, propagation delay and available bandwidth The collection of local state information of all nodes in the network forms the global state Unlike local state information, global state information takes time to acquire
as is achieved through the exchange of local state information Its inaccuracy deteriorates QoS performance
Trang 21There are generally three classes of QoS routing – source routing, distributed routing and hierarchical routing As the name implies, a feasible route is selected
by the source using locally stored global state information in source routing In distributed routing, other nodes in the network also play a part in determining the next forwarded node Hierarchical routing groups nodes into clusters and perform source routing between clusters To preserve QoS, a broken route can be repaired
or an alternate candidate route chosen Redundant routes are used to reduce the likelihood of QoS violation
1.2 Game Theory
Game theory [51] uses mathematics to express the phenomena of decision making among more than one agent The earliest known analysis of a formal game theory was by Antoine Cournot in 1838 in which duopoly was studied Emile Borel suggested a formal theory of games in 1921 which was furthered by John von Neumann in 1928 John von Neumann and Oskar Morgenstern together wrote the monumental volume “Theory of Games and Economic Behavior” which establishes game theory as a field and provided essential terminology and problem definition that is still used today In 1950, John Nash explored the concept of non-cooperative games and demonstrated that finite games can have an equilibrium at which no player can choose an action that is better for them given their opponents' choices In 1994, John Nash, John Harsanyi and Reinhard Selten received the Nobel Prize in economics for work in this area
Trang 22There are three main models or forms in the study of games – the strategic form, the extensive form and the coalition form The strategic form game or normal form game models simultaneous decision making The extensive form game models sequential decision making The extensive form game is further divided into games with perfect information and imperfect information In the case when the players know all past moves, the game is said to have perfect information, and when only partial information is available it is said to have imperfect information The strategic and extensive form games are often referred to as non-cooperative games as decisions are taken autonomously by an individual player In contrast, coalition games or cooperative games model the tendency for players to form coalitions to favor common interests To limit the scope of our work, coalition games will not be studied.
A simple finite two-person strategic game is usually denoted in a table format (Table 1) One player's actions are listed in each cell of the first row of the table
Trang 23and the other player's actions are similarly listed in the first column of the table The rest of the cells contain vectors of the two players' payoffs, with the first element belonging to the row player.
Table 1 Prisoners' Dilemma
The solutions assume that players are rational and the actions are simultaneous Hence each player only understands her own and her opponents' available actions and respective payoffs but not the eventual action that was ultimately chosen until the game ends There are three main solution concepts – elimination of dominated strategies, Nash equilibrium and mixed equilibrium
The elimination of dominated strategies is applicable to games where there exists
a strategy that is always superior to all other strategies regardless of the opponent's strategies The strategy is then said to strictly dominate the other strategies Rational players never play strictly dominated strategies Using the Prisoners' Dilemma as an example (Table 1), if prisoner 1 is going to defect (D), the other player is better off playing D If instead prisoner 1 is going to cooperate (C), it is still better for the other player to defect Hence by elimination of the dominated
strategy, we obtain the outcome 〈D,D〉 In a game where more actions are
available, the process can be repeated and is referred as the iterated elimination of strictly dominated strategies
Trang 24This solution is weaker than the well-known Nash Equilibrium as it does not provide a solution most of the time A Nash equilibrium can be applied to a much broader class of games and is defined as an action profile that no player can profitably deviate from Using the Prisoners' Dilemma again as an example (Table
1), 〈C,C〉 is not a Nash equilibrium because player 1 would tend to deviate to D Neither is 〈D,C〉 an equilibrium because player 2 will tend to choose D Following the same arguments for all other strategies 〈D,D〉 remains as the unique Nash
equilibrium of the game Note that there can be zero or more Nash equilibriums in
a game In the Battle of the Sexes game (Table 2), two people wishes to go out together but have conflicting interests The game has two Nash equilibriums -
〈Football, Football〉 and 〈Opera, Opera〉.
Table 2 Battle of the Sexes
Finally, a mixed strategy models the steady state of a game which player's decision
is probabilistic When applying a mixed strategy of a finite strategic game, there always exists in a Nash equilibrium For the Battle of the Sexes game, the mixed strategy equilibrium occurs when every action in a player's mixed equilibrium strategy yields the same payoff The resultant mixed strategy Nash equilibriums are 〈2/3, 1/3〉 and 〈1/3, 2/3〉
Although strategic games models assume simultaneous decision making, the game
Trang 25need not be restricted to decisions that are executed at the exact instance but when time and order of events have no effects on the strategies and outcomes of the game.
1.2.2 Extensive Games
In an extensive game, sequentiality of actions is important A sequence of actions taken by the players is defined as a history and different possible sequences of actions form a set of histories A history can be terminal or non-terminal For a non-terminal history, the player function defines the next player to act after that history For terminal histories, players' preferences are defined An infinite history
is also considered terminal As in the case of a strategic game, preferences over terminal histories may also be mapped to a utility or payoff
A convenient way to represent an extensive game is in a tree structure (Figure 1) The small disc on the top represents the initial history The number beside the disc represents the player to make the move after that history In this case, the first player is player 1 The two lines extending from the initial history are the actions available after that history and are labeled beside the lines The lines lead to two more discs with one indicating that the next player to move is player 2 The other disc is a terminal history with the payoffs indicated below it
Trang 26From Figure 1, player 1 has two strategies A and B, and player 2 has two strategies L and R The strategic form is shown in Table 3 giving two equilibriums
〈A , R〉 and 〈 B , L〉 The strategy 〈 B , L〉 is not reasonable because player 1 plays B
based on the assumption that player 2 will play L which is not possible in Figure
1 The lack of consideration for sequential game play is eliminated in the subgame perfect equilibrium
Table 3 Strategic form of the extensive game
A subgame is a complete branch of an extensive game tree and the action profile must be a Nash equilibrium in every subgame With subgame perfect equilibrium,
the initial history
Repeated games are a class of extensive form games Due to its importance in this thesis, it will be given special attention in a separate chapter
Figure 1 Two player extensive game
Trang 271.3 Our Contributions
This thesis addresses the problem of selfish behavior in Mobile Ad Hoc Networks Our first contribution is the critical analysis of existing solutions, pointing out problems and deficiencies Most importantly, we discover that the root cause of the problems that researchers are facing is the lack of a suitable game model for the wireless environment, thus pointing a direction for our research
Solutions that rely on a central bank or a tamper proof hardware for currency accounting has limited practicability especially in a decentralized network Punishment methods that require promiscuous listening for monitoring transmission activities in the neighborhood faces the problem that promiscuous listening is unreliable, and cross-layer integration may be required depending on the layer of interest Furthermore, the processing of every promiscuously received packet on a high data rate link will be extremely costly to a computationally resource-limited machine
In addition, existing methods only claim to take after repeated games, but fail to account for the underlying game assumptions For example they fail to consider the ability of complete and perfect observation of global actions and the global coordination of punishments required from repeated games Without coordinated punishments that assign common periods of punishments and collusions globally, punishments and deviations become indistinguishable With this ambiguity, it is impossible to further exercise punishments correctly, and the game breaks apart
Trang 28Due to the complexity of the problem at hand, many literatures have also chosen
to miniaturize the problem statement Most works study only the packet forwarding function of the routing layer or the medium access function of the link layer The interactions between other protocol functions of the same or different layer, such as the truthful sharing of routing information, cannot be neglected because they are all sources of deviations that can affect the performance of the function under study and the usefulness of the research
The major drawback of many punishment schemes is that the whole or large portion of the network has to participate in the punishment of one deviating node Such a punishment is too severe, inefficient and opens a security hole for DoS attacks The numerous problems listed that will be addressed in this thesis have not been properly analyzed in existing works
Our solution relies on game theory, which is a relatively new field of mathematics, and in particular, the theory of imperfect private monitoring, that has only started
to emerge over the last seven years In this thesis, our second contribution is the adaptation and re-interpretation of Aoyagi's game of imperfect private monitoring transforming it into a wireless multi-hop game model that can account for packet errors, buffer overflows, packet forwarding, packet acknowledgments and routing information dissemination which are important and essential characteristics of wireless networks In contrast, earlier works have difficulty even in modeling specific isolated parts of the whole problem
Our model assumes that routing information is being disseminated in the network
Trang 29with packet loss information Packet loss aggregates various wireless transmission errors and buffer overflows At each node, threshold-based reporting for the receive packet count of a flow occur at regular periods of the game This threshold
is derived from the packet loss of the participating relay nodes of a flow The report carries a message that acknowledges the reception of packets from a flow falling below or reaching above the threshold The model further proves that deviation from the disseminated packet loss information or from an optimum reporting threshold is non-profitable, thus ensuring truthful routing information dissemination and packet acknowledgments By obeying the announced packet loss, a node is also participating in the packet forwarding function of the routing layer (at a promised quality)
The packet forwarding, packet acknowledgment, packet error and routing information dissemination characteristics of communication networks are captured into an integrated model, thus accounting for effects of mutual interactions We took a theoretical approach because it is more illuminating and complete than simulation which has the difficulty of covering all scenarios
Finally, our third contribution is to successfully apply the wireless model to an idealized wireless environment to show its viability in well accepted wireless setting Additionally, our model avoids pitfalls such as pricing, promiscuous listening and network-wide punishments by adopting regional punishments periodic reporting The model has a close resemblance to current (non selfish-resistant) MANET protocol designs, implying that to make current non-selfish resistant MANET protocols resilient, little or no additional communication
Trang 30overheads and extra processing is required, except small modifications towards fitting it better to the model and the incorporation of a coordinated punishment scheme.
Trang 312 Wireless Network Availability
2.1 Introduction
The objective behind the study of node cooperation in this thesis is to improve network availability Wireless network availability is endangered by two types of users – the malicious and the selfish users To alleviate the danger posed by the former user, wireless networks have to be secured, which is, unfortunately, particularly challenging for MANETs, [25] Unlike the wired medium, the wireless transmission medium is broadcast in nature and is accessible, unrestrictedly, by any device with a suitable transceiver An unintended receiver may be able to eavesdrop on sensitive user data if data is transferred unencrypted
in the network A malicious user may also freely inject fabricated, replayed or tampered packets into the wireless medium Authentication would be needed to distinguish unreliable information
Trang 32The heavy reliance on mutual cooperation makes the network even more susceptible to such attacks Due to limited transmission range, nodes in MANETs have been designed to cooperatively relay packets for each other towards a directly unreachable destination Route formation depends on truthful dissemination of topology information by all or a subset of the network participants Such network functions have to be secured and resilient to exploits by malicious users, which have been studied in [9], [39], [56], [23] and [30] Some problems identified are in-transit packet corruption, impersonation, traffic redirection and worm-hole attacks Intrusion detection techniques have also been proposed ([54], [55]), but general detection is often difficult due to the lack of clear distinction between normal network errors, that is caused by mobility and channel impairments for example, and network errors intentionally created by malicious users The architectural differences between wireless infrastructureless networks and wired (infrastructured) networks prevent many existing security solutions, such as the centralized certification authority for example, from being directly applied Distributed trust systems and cryptography have been investigated in [22], [31], [25] and [29] In addition, due to node mobility, the security hazard brought about
by compromised nodes has a greater significance in wireless networks in comparison to wired networks where devices can be physically locked up
The other danger mentioned is caused by selfish or also called greedy, rational or uncooperative node In a public MANET, a large proportion of the nodes are likely to be independently owned Operated by individuals, nodes are not likely to
be altruistic towards other members of the network, especially when cooperation
is costly In general, wireless nodes are constrained in battery life, processing
Trang 33power and bandwidth Mutual cooperation that is the fundamental assumption upon which MANETs are designed becomes invalidated in this scenario.
This thesis is dedicated to addressing the second danger posed by selfish users In this chapter, preliminary investigation done by pioneering researchers in the area
of enhancing network availability with selfish nodes is introduced and discussed Two types of techniques have been proposed The first uses incentives to encourage node cooperation so that they will be sufficiently motivated to forward packets for others The second attempts to detect and isolate misbehaving nodes
By denying them of service, either permanently or temporarily, nodes are discouraged from misbehaviors
2.2 Incentive-Based Mechanisms
Incentive mechanisms reward desirable behavior As proposed in [28] and [27], nuggets are preloaded into the security modules of the mobile devices Other schemes [48] rely on the use of electronic cash that can be purchased and may be converted back to real cash In this virtual economy, payments are made to intermediate nodes for the services, such as routing and packet forwarding, provided in order to compensate for the resources expended and inconveniences caused in executing such activities Expectedly, a rational node would like to maximize the amount of nuggets or cash in their possession
In [28], Buttyan and Hubaux highlighted the trade offs between source payment
and destination payment for forwarding services The Packet Purse Model (PPM)
Trang 34and the Packet Trade Model (PTM) are proposed respectively for each payment
method In PPM, the source loads sufficient nuggets into a packet to pay for packet forwarding by the intermediate nodes Nevertheless, it is difficult to estimate the quantity to load to avoid overpayment and underpayment The PTM was proposed to overcome this problem The source would sell a packet to the next hop who would in turn resell it to its next hop, at a higher price, until the packet reaches the destination that would pay the highest As the sources are not charged for transmission, unrestrained network usage may cause overloading in this model
Additionally, an optimum number of nuggets in circulation need to be determined Injecting a large quantity of nuggets into the network depreciates its value and fails to provide sufficient incentive for cooperation Too few nuggets, on the other hand, will affect network performance as nodes need to accumulate sufficient nuggets before they transmit Boundary nodes are likely to become
“impoverished” due to the lack of chance to provide services and “miserly” nodes, which are nodes that originate few packets, can reduce the amount of nuggets in circulation Total nuggets may also decrease over time due to packet losses in network congestions or transmission errors Ultimately, a central authority may be required to maintain the number of nuggets in circulation
Source payment for packet forwarding was also adopted in Sprite [48] for the same reasons in the PPM model In contrast, no direct node-to-node payment was required Instead, nodes keep a receipt (a message digest) of the received message
as an evidence used for claiming for a reward, either offline or at a later time, from
Trang 35a central bank Assuming that nodes are sufficiently motivated to report their receipts to the central bank, the bank will then be able to correlate this information
to provide payments that are reflective of the resources sacrificed and preventive
of misbehavior and fraud Receipts overflow during high data rate and low memory can diminish incentives for cooperation Nevertheless, independence from a tamper-proof hardware is attractive but the requirement of a central bank limits its applicability to publicly owned MANETs
The above approach applies an incremental elimination of possible cheating scenarios including inter-node collusion In [24], however, a cost computation algorithm is built based on the well-known VCG mechanism named after Vickrey, Clarke and Groves The payment is related to the transmission power used Interestingly, the cost of energy is a user input, capturing subjective perception of the inconvenience incurred, and truthful declaration is expected However, truthful declaration occurs only when alternative routes are present without inter-node collusion
In general, the network functions have not been completely modeled The paper [48] captures unicast, multicast and routing but did not capture packet re-transmissions and broadcasting The paper [24] only captures unicasting On the other hand, [28] captures packet acknowledgments and unicasting
Additionally, assumption of an available public key infrastructure taken by [28] and of topology ignorance of nodes taken by [24] limits the possibility of near-term realization
Trang 362.3 Punishment-Based Mechanisms
Punishment-based mechanisms identify and isolate misbehaving nodes to make selfishness an unprofitable behavior in the long run In general, protocols in this category consist of a network monitor and a rater The network monitor observes neighborhood network activities through promiscuous listening which is an input
to the rater who computes cooperativeness score cards for members of the network The network monitor is known as the watchdog in [46], and the rater is known as pathrater in [46] and the path manager in [44]
To detect misbehaviors, the network monitor needs to buffer overheard packets until they are later detected to be correctly forwarded or when they have timed-out The later event is a possible indication of misbehavior and the rater is notified to perform re-evaluation of the potentially wayward node This activity requires is computationally demanding and memory consuming machine, particularly in a high data rate environment
In addition, promiscuous listening is not a reliable device Firstly, the wireless channel is subjected to high bit-error-rates due to signal fading and propagation losses Secondly, collision is a common phenomenon that impairs the reception of data packets when two neighbors transmit simultaneously Thirdly, wireless transceivers are often half-duplex, which prevents reception during transmission Lastly, in the case of a MANET, the network is multiple hops wide and nodes may
be out of the reception range of some transmitters These imperfections are asymmetric and a common conclusion on node ratings is unlikely Consequently,
Trang 37punishments and misbehaviors become indistinguishable in protocols that punish ([44] and [38]).
On the other hand, the failure to punish in [46] encourages selfish behavior especially when it employs a strategy of avoiding selfish routes, making the locality of the selfish node relatively congestion free Cooperative nodes then are more likely to experience congestion which in turn put them at risk of being misclassified as misbehaving nodes
In [44], reputation is further disseminated across the whole network While the intention is to better coordinate punishment efforts and impose a stronger, network-wide sanction, the reputation mechanism is impaired by the reliability of the reputation indicators which malicious nodes can potentially falsify to cause service disruption This important function is delegated to a trust manager which remains to be elaborated The problem is nevertheless reduced in [38] by refraining from propagating negative reputation indicators
The clear absence of a convincing analysis of these early schemes propels the motivation for a more formal analysis using game theory in later works
2.4 Summary
Improving wireless network availability is the objective of this thesis It is threatened by two types of users – the malicious one and the selfish one, of which the latter is the subject of this study The selfish user is one who is unlikely to
Trang 38cooperate if cooperation brings no benefit to him MANETs which are designed to rely on mutual cooperation will have great performance repercussions in the presence of such users.
In the literature, there have been two distinct approaches – incentive-based and punishment based Incentive-based mechanisms either depend on a tamper-resistant counter or a temporal connection to a central bank for currency accounting The former is neither widely nor cheaply available, and the second is not feasible on a completely decentralized network such as MANETs
On the other hand, punishment-based mechanisms require a monitoring device that depends on the promiscuous listening capability of wireless transceivers The general approach is that network members are rated and punished either by isolation or avoidance The analysis is unconvincing due to the lack of structure and rigor propelling future works to adopt game theory as a tool for formal analysis
Trang 393 Punishments in Repeated Games
3.1 Introduction
It was shown in chapter 1 that the unique Nash equilibrium of the Prisoners' Dilemma in Table 1 is also a strictly dominating strategy whereby the players
chooses the action 〈 D , D〉 and obtain a payoff of 〈1,1〉 This outcome is obviously
inferior to the payoff of 〈2,2〉 if both players are to cooperate It can be shown, later in this chapter that repeated games are able to sustain mutually desirable outcomes not achievable in strategic games if defection terminates cooperation The reason is that when participating in a repeated situation, the players not only consider short term payoffs but also long term gains The idea is that a player can
be prevented from exploiting short term payoffs, namely 〈3,0〉 or 〈0,3〉 in the two person Prisoners' Dilemma, by the threat of punishments administered by the other player
Trang 40There are two kinds of repeated games – an infinitely repeated game and a finitely repeated game It is in the infinitely repeated game that the mutually desirable
outcome of 〈C , C〉 can be sustained in the Prisoners' Dilemma, and also give rise
to a large set of subgame perfect equilibrium payoff profiles In a repeated game
with finite horizon, on the other hand, the players play 〈 D , D〉 in every period
Though named to have infinite time horizon, an infinitely repeated game is not limited to situations when the game does not end, and can be applied to cases whereby the players do not perceive an end to the game or when the game is played frequently enough such that the absolute end time approaches relatively slowly Nevertheless, the result of finitely repeated games that has multiple Nash equilibrium in the strategic game can be used to explain the observation that people act cooperatively when the horizon is far and opportunistically when the horizon is near
The theory of repeated games is commonly used to explain social situations of threats and promises In Chapter 2, early works on punishment mechanisms in wireless infrastructureless networks are introduced The concept of repeated games has instinctively been applied to stimulate network cooperation without formal analysis Apart from introducing the theory of repeated games in this chapter, an introduction to recent researches on punishment mechanisms using repeated games as an analysis tool will also be presented