The DOI matches its Crossref record; 1 of the 1 references it cites were found in a registry or an index.
A Secure Mobile Crowdsensing Game With Deep Reinforcement Learning
Abstract
Mobile crowdsensing (MCS) is vulnerable to faked sensing attacks, as selfish smartphone users sometimes provide faked sensing results to the MCS server to save their sensing costs and avoid privacy leakage. In this paper, the interactions between an MCS server and a number of smartphone users are formulated as a Stackelberg game, in which the server as the leader first determines and broadcasts its payment policy for each sensing accuracy. Each user as a follower chooses the sensing effort and thus the sensing accuracy afterward to receive the payment based on the payment policy and the sensing accuracy estimated by the server. The Stackelberg equilibria of the secure MCS game are presented, disclosing conditions to motivate accurate sensing. Without knowing the smartphone sensing models in a dynamic version of the MCS game, an MCS system can apply deep Q-network (DQN), which is a deep reinforcement learning technique combining reinforcement learning and deep learning techniques, to derive the optimal MCS policy against faked sensing attacks. The DQN-based MCS system uses a deep convolutional neural network to accelerate the learning process with a high-dimensional state space and action set, and thus improve the MCS performance against selfish users. Simulation results show that the proposed MCS system stimulates high-quality sensing services and suppresses faked sensing attacks, compared with a Q-learning-based MCS system.
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Citations
Cites
Reputation-based incentive protocols in crowdsourcing applications
Zhang, Y., & van der Schaar, M. (2012) · 2012 Proceedings IEEE INFOCOM · doi:10.1109/infcom.2012.6195597 · Cited by 315
Cited by
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Zhang, C., Patras, P., & Haddadi, H. (2019) · IEEE Communications Surveys & Tutorials · doi:10.1109/comst.2019.2904897 · Cited by 1,768
Deep reinforcement learning for cyber security
Nguyen, T. T., & Reddi, V. J. (2023) · IEEE Transactions on Neural Networks and Learning Systems · doi:10.1109/tnnls.2021.3121870 · Cited by 620
Robust Mobile Crowd Sensing: When Deep Learning Meets Edge Computing
Zhou, Z., Liao, H., Gu, B., Huq, K. M. S., Mumtaz, S., & Rodriguez, J. (2018) · IEEE Network · doi:10.1109/mnet.2018.1700442 · Cited by 260
Deep Q-network-based heuristic intrusion detection against edge-based SIoT zero-day attacks
Shen, S., Cai, C., Li, Z., Shen, Y., Wu, G., & Yu, S. (2024) · Applied Soft Computing · doi:10.1016/j.asoc.2023.111080 · Cited by 91
Applications of Deep Reinforcement Learning in Communications and Networking: A Survey
Luong, N. C., Hoang, D. T., Gong, S., Niyato, D., Wang, P., Liang, Y.-C., & Kim, D. I. (2018) · arXiv · doi:10.48550/arxiv.1810.07862 · Cited by 17
Metadata
- Authors
- Xiao, L., Li, Y., Han, G., Dai, H., & Poor, H. V.
- Venue
- IEEE Transactions on Information Forensics and Security
- Published
- 2018-01
- Volume
- 13
- Issue
- 1
- Pages
- 35-47
- ISSN
- 1556-6013 (ISSN-L)
- 1556-6021
- OpenAlex
- W2744714095
- Cited by
- 180
- References
- 1
- FWCI
- 30.25
- Type
- journal article
- Language
- en
- Open access
- closed
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- Xiao, L., Li, Y., Han, G., Dai, H., & Poor, H. V. (2018). A Secure Mobile Crowdsensing Game With Deep Reinforcement Learning. IEEE Transactions on Information Forensics and Security. https://doi.org/10.1109/tifs.2017.2737968
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