We consider the classic motion planning problem defined over a roadmap in which a vehicle seeks to find an optimal path from a source to a destination in presence of an attacker who can launch attacks on the vehicle over any edge of the roadmap. The vehicle (defender) has the capability to switch on/off a countermeasure that can detect and permanently disable the attack if it occurs concurrently. We model the problem of traveling along en edge using the framework of a simultaneous zero-sum dynamic game (edge-game) with a stopping state played between an attacker and defender. We characterize the Nash equiliria of an edge-game and provide closed form expressions for two actions per player. We further provide an analytic and approximate expression on the value of an edge-game and characterize conditions under which it grows sub-linearly with the number of stages. We study the sensitivity of Nash equilibrium to the (i) cost of using the countermeasure, (ii) cost of motion and (iii) benefit of disabling the attack. The solution of an edge-game is used to formulate and solve for the secure planning problem known as a meta-game. We design an efficient heuristic by converting the problem to a shortest path problem using the edge cost as the solution of corresponding edge-games. We illustrate our findings through several insightful simulations.
翻译:我们认为,典型的动作规划问题是在路线图中定义的典型动作规划问题,在路线图中,一车辆试图找到从源头到目的地的最佳路径,而攻击者可以在路线图的任何边缘对车辆发动攻击。该车辆(defender)有能力开关/关闭反措施,在同时发生攻击时能够探测到攻击并永久停止攻击。我们用同时零和动态游戏(冲锋游戏)的框架来模拟在边缘上旅行的问题,在攻击者与防御者之间起拦截作用。我们把“边缘游戏”描述为“边缘游戏”,为每个玩家的两种行动提供封闭的形式表达。我们进一步对“边缘游戏”的价值进行分析和大致的表达,并描述它与各个阶段相继增长的亚线性条件。我们研究“纳什平衡”对(一)使用“零和动态游戏”(冲锋游戏)的成本、动作成本和(三)击退攻击的好处。“边缘游戏”的解决方案被用来为已知的安全规划问题制定和解决作为元游戏的两种行动。我们用“元阵列”来提供一种分析性和近似形式表达。我们设计一个高效的路径,通过将“边缘的路径模拟问题转化为“方向”来解释我们“方向问题。我们将“边缘”的“边缘”模拟问题。我们将“边缘”的解决方案用于将“边缘”的“结果解释。