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Mitchell and Thompson have compiled the first interdisciplinary study of deception and its manifestations in a variety of animal species. Deception is unique in that it presents detailed explorations of the broadest array of deceptive behavior, ranging from deceptive signaling in fireflies and stomatopods, to false-alarm calling by birds and foxes, to playful manipulating between people and dogs, to deceiving within intimate human relationships. It offers a historical overview of the problem of deception in related fields of animal behavior, philosophical analyses of the meaning and significance of deception in evolutionary and psychological theories, and diverse perspectives on deception--philosophical, ecological, evolutionary, ethological, developmental, psychological, anthropological, and historical. The contributions gathered herein afford scientists the opportunity to discover something about the formal properties of deception, enabling them to explore and evaluate the belief that one set of descriptive and perhaps explanatory structures is suitable for both biological and psychological phenomena.
This book introduces game theory as a means to conceptualize, model, and analyze cyber deception. Drawing upon a collection of deception research from the past 10 years, the authors develop a taxonomy of six species of defensive cyber deception. Three of these six species are highlighted in the context of emerging problems such as privacy against ubiquitous tracking in the Internet of things (IoT), dynamic honeynets for the observation of advanced persistent threats (APTs), and active defense against physical denial-of-service (PDoS) attacks. Because of its uniquely thorough treatment of cyber deception, this book will serve as a timely contribution and valuable resource in this active field. The opening chapters introduce both cybersecurity in a manner suitable for game theorists and game theory as appropriate for cybersecurity professionals. Chapter Four then guides readers through the specific field of defensive cyber deception. A key feature of the remaining chapters is the development of a signaling game model for the species of leaky deception featured in honeypots and honeyfiles. This model is expanded to study interactions between multiple agents with varying abilities to detect deception. Game Theory for Cyber Deception will appeal to advanced undergraduates, graduate students, and researchers interested in applying game theory to cybersecurity. It will also be of value to researchers and professionals working on cybersecurity who seek an introduction to game theory.
This book constitutes the refereed proceedings of the 5th Computer Games Workshop, CGW 2016, and the 5th Workshop on General Intelligence in Game-Playing Agents, GIGA 2016, held in conjunction with the 25th International Conference on Artificial Intelligence, IJCAI 2016, in New York, USA, in July 2016.The 12 revised full papers presented were carefully reviewed and selected from 25 submissions. The papers address all aspects of artificial intelligence and computer game playing. They discuss topics such as Monte-Carlo methods; heuristic search; board games; card games; video games; perfect and imperfect information games; puzzles and single player games; multi-player games; combinatorial game theory; applications; computational creativity; computational game theory; evaluation and analysis; game design; knowledge representation; machine learning; multi-agent systems; opponent modeling; planning.
Cheating and deception are terms often used but rarely defined. They summon up unpleasant connotations; even those deeply involved with cheating and deception rationalize why they have been driven to it. Particularly for Americans and much of Western civilization, official cheating, government duplicity, cheating as policy, and conscious, contrived deception, are all unacceptable except as a last resort in response to threat of extinction. As a distasteful tool, deception is rarely used to achieve national interests, unless in relation to the deployment of military force. As an area of study, it has by and large been ignored. Intrigued by attitudes toward cheating and deception, the authors decided to analyze its roots, structure, and process. They asked fundamental questions: are there categories of deception, general steps in the process of deception, and ways to evaluate its results across time and in different modes? The book that results is a typology of kinds of deception, beginning with military deception, but extending into other categories and stages. In his introduction to this new edition, Bell outlines how the book came to be written, describes the mixed emotions toward the subject displayed by govenmental and nongovernmental funding sources, and speculates about its critical and commercial reception. He discusses widespread new interest in the subject, the research that has been undertaken since this book was first published, and its limitations. This book provides a general overview of this complex subject, creating a framework for analysis of specific instances of cheating or deception. It will be of particular interest to political scientists, those interested in military affairs and strategy, and psychologists. The general reader will find the book written with a light touch, drawing examples of cheating and deception in the pursuit of love and money. The specialist reader will be intrigued by its broad-ranging examples drawn from policy and politics, wars and rumors of wars.
A game-theoretical analysis of interactions between a human being and an omnipotent and omniscient godlike being highlights the inherent unknowability of the latter's superiority. In Divine Games, Steven Brams analyzes games that a human being might play with an omnipotent and omniscient godlike being. Drawing on game theory and his own theory of moves, Brams combines the analysis of thorny theological questions, suggested by Pascal's wager (which considers the rewards and penalties associated with belief or nonbelief in God) and Newcomb's problem (in which a godlike being has near omniscience) with the analysis of several stories from the Hebrew Bible. Almost all of these stories involve conflict between God or a surrogate and a human player; their representation as games raises fundamental questions about God's superiority. In some games God appears vulnerable (after Adam and Eve eat the forbidden fruit in defiance of His command), in other games his actions seem morally dubious (when He subjects Abraham and Job to extreme tests of their faith), and in still other games He has a propensity to hold grudges (in preventing Moses from entering the Promised Land and in undermining the kingship of Saul). If the behavior of a superior being is indistinguishable from that of an ordinary human being, his existence would appear undecidable, or inherently unknowable. Consequently, Brams argues that keeping an open mind about the existence of a superior being is an appropriate theological stance.
This book constitutes selected papers presented at the First International Workshop on Deceptive AI, DeceptECAI 2020, held in conjunction with the 24th European Conference on Artificial Intelligence, ECAI 2020, in Santiago de Compostela, Spain, in August 2020, and Second International Workshop on Deceptive AI, DeceptAI 2021, held in conjunction with the 30th International Joint Conference on Artificial Intelligence, IJCAI 2021, in Montreal, Canada, in August 2021. Due to the COVID-19 pandemic both conferences were held in a virtual mode. The 12 papers presented were thoroughly reviewed and selected from the 16 submissions. They present recent developments in the growing area of research in the interface between deception and AI.
GAME THEORY AND MACHINE LEARNING FOR CYBER SECURITY Move beyond the foundations of machine learning and game theory in cyber security to the latest research in this cutting-edge field In Game Theory and Machine Learning for Cyber Security, a team of expert security researchers delivers a collection of central research contributions from both machine learning and game theory applicable to cybersecurity. The distinguished editors have included resources that address open research questions in game theory and machine learning applied to cyber security systems and examine the strengths and limitations of current game theoretic models for cyber security. Readers will explore the vulnerabilities of traditional machine learning algorithms and how they can be mitigated in an adversarial machine learning approach. The book offers a comprehensive suite of solutions to a broad range of technical issues in applying game theory and machine learning to solve cyber security challenges. Beginning with an introduction to foundational concepts in game theory, machine learning, cyber security, and cyber deception, the editors provide readers with resources that discuss the latest in hypergames, behavioral game theory, adversarial machine learning, generative adversarial networks, and multi-agent reinforcement learning. Readers will also enjoy: A thorough introduction to game theory for cyber deception, including scalable algorithms for identifying stealthy attackers in a game theoretic framework, honeypot allocation over attack graphs, and behavioral games for cyber deception An exploration of game theory for cyber security, including actionable game-theoretic adversarial intervention detection against advanced persistent threats Practical discussions of adversarial machine learning for cyber security, including adversarial machine learning in 5G security and machine learning-driven fault injection in cyber-physical systems In-depth examinations of generative models for cyber security Perfect for researchers, students, and experts in the fields of computer science and engineering, Game Theory and Machine Learning for Cyber Security is also an indispensable resource for industry professionals, military personnel, researchers, faculty, and students with an interest in cyber security.
This book constitutes the refereed proceedings of the 12th International Conference on Decision and Game Theory for Security, GameSec 2021,held in October 2021. Due to COVID-19 pandemic the conference was held virtually. The 20 full papers presented were carefully reviewed and selected from 37 submissions. The papers focus on Theoretical Foundations in Equilibrium Computation; Machine Learning and Game Theory; Ransomware; Cyber-Physical Systems Security; Innovations in Attacks and Defenses.
The ISAGA 50th Anniversary Conference proceedings is a collection of 76 accepted submissions. The proposed papers and posters are very diversified and have backgrounds in many areas, yet they come together in the simulation and gaming. We had 12 tracks for papers, a poster submission track, workshops track, and thematic sessions proposals track. The 50th anniversary track will allow us to look back at our heritage. The core tracks with the biggest number of submissions are the simulation and gaming track and game science theory track. For the first time, we also had tracks for gaming technology, AR/VR, e-sport science and gaming cultures, we have received many interesting and quality submissions, which will add new perspective and diversity to our field. ISAGA wants to stay relevant and up-to-date with the current problems; thus the tracks for S&G for logistics and smart infrastructure, gaming for individual efficacy and performance and gaming for sustainable development goals. We have also received ten poster submissions with very interesting topics.
This book constitutes the refereed proceedings of the 11th International Conference on Decision and Game Theory for Security, GameSec 2020,held in College Park, MD, USA, in October 2020. Due to COVID-19 pandemic the conference was held virtually The 21 full papers presented together with 2 short papers were carefully reviewed and selected from 29 submissions. The papers focus on machine learning and security; cyber deception; cyber-physical systems security; security of network systems; theoretic foundations of security games; emerging topics.