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Dive into the research topics where Viliam Lisý is active.

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Featured researches published by Viliam Lisý.


decision and game theory for security | 2012

Game Theoretic Model of Strategic Honeypot Selection in Computer Networks

Radek Píbil; Viliam Lisý; Christopher Kiekintveld; Branislav Bošanský; Michal Pěchouček

A honeypot is a decoy computer system used in network security to waste the time and resources of attackers and to analyze their behaviors. While there has been significant research on how to design honeypot systems, less is known about how to use honeypots strategically in network defense. Based on formal deception games, we develop two game-theoretic models that provide insight into how valuable should honeypots look like to maximize the probability that a rational attacker will attack a honeypot. The first model captures a static situation and the second allows attackers to imperfectly probe some of the systems on the network to determine which ones are likely to be real systems (and not honeypots) before launching an attack. We formally analyze the properties of the optimal strategies in the games and provide linear programs for their computation. Finally, we present the optimal solutions for a set of instances of the games and evaluate their quality in comparison to several baselines.


european conference on artificial intelligence | 2012

Game-theoretic approach to adversarial plan recognition

Viliam Lisý; Radek Píbil; Jan Stiborek; Branislav Bošanský; Michal Pěchouček

We argue that the problem of adversarial plan recognition, where the observed agent actively tries to avoid detection, should be modeled in the game theoretic framework. We define the problem as an imperfect-information extensive-form game between the observer and the observed agent. We propose a novel algorithm that approximates the optimal solution in the game using Monte-Carlo sampling. The experimental evaluation is performed on a synthetic domain inspired by a network security problem. The proposed method produces significantly better results than several simple baselines on a practically large domain.


Advances in Information Security | 2015

Game-Theoretic Foundations for the Strategic Use of Honeypots in Network Security

Christopher Kiekintveld; Viliam Lisý; Radek Píbil

An important element in the mathematical and scientific foundations for security is modeling the strategic use of deception and information manipulation. We argue that game theory provides an important theoretical framework for reasoning about information manipulation in adversarial settings, including deception and randomization strategies. In addition, game theory has practical uses in determining optimal strategies for randomized patrolling and resource allocation. We discuss three game-theoretic models that capture aspects of how honeypots can be used in network security. Honeypots are fake hosts introduced into a network to gather information about attackers and to distract them from real targets. They are a limited resource, so there are important strategic questions about how to deploy them to the greatest effect, which is fundamentally about deceiving attackers into choosing fake targets instead of real ones to attack. We describe several game models that address strategies for deploying honeypots, including a basic honeypot selection game, an extension of this game that allows additional probing actions by the attacker, and finally a version in which attacker strategies are represented using attack graphs. We conclude with a discussion of the strengths and limitations of game theory in the context of network security.


computer games | 2013

Monte Carlo Tree Search in Simultaneous Move Games with Applications to Goofspiel

Marc Lanctot; Viliam Lisý; Mark H. M. Winands

Monte Carlo Tree Search (MCTS) has become a widely popular sampled-based search algorithm for two-player games with perfect information. When actions are chosen simultaneously, players may need to mix between their strategies. In this paper, we discuss the adaptation of MCTS to simultaneous move games. We introduce a new algorithm, Online Outcome Sampling (OOS), that approaches a Nash equilibrium strategy over time. We compare both head-to-head performance and exploitability of several MCTS variants in Goofspiel. We show that regret matching and OOS perform best and that all variants produce less exploitable strategies than UCT.


decision and game theory for security | 2015

Approximate solutions for attack graph games with imperfect information

Karel Durkota; Viliam Lisý; Branislav Bošanský; Christopher Kiekintveld

We study the problem of network security hardening, in which a network administrator decides what security measures to use to best improve the security of the network. Specifically, we focus on deploying decoy services or hosts called honeypots. We model the problem as a general-sum extensive-form game with imperfect information and seek a solution in the form of Stackelberg Equilibrium. The defender seeks the optimal randomized honeypot deployment in a specific computer network, while the attacker chooses the best response as a contingency attack policy from a library of possible attacks compactly represented by attack graphs. Computing an exact Stackelberg Equilibrium using standard mixed-integer linear programming has a limited scalability in this game. We propose a set of approximate solution methods and analyze the trade-off between the computation time and the quality of the strategies calculated.


decision and game theory for security | 2014

Online Learning Methods for Border Patrol Resource Allocation

Richard Klíma; Christopher Kiekintveld; Viliam Lisý

We introduce a model for border security resource allocation with repeated interactions between attackers and defenders. The defender must learn the optimal resource allocation strategy based on historical apprehension data, balancing exploration and exploitation in the policy. We experiment with several solution methods for this online learning problem including UCB, sliding-window UCB, and EXP3. We test the learning methods against several different classes of attackers including attacker with randomly varying strategies and attackers who react adversarially to the defender’s strategy. We present experimental data to identify the optimal parameter settings for these algorithms and compare the algorithms against the different types of attackers.


decision and game theory for security | 2015

Combining Online Learning and Equilibrium Computation in Security Games

Richard Klíma; Viliam Lisý; Christopher Kiekintveld

Game-theoretic analysis has emerged as an important method for making resource allocation decisions in both infrastructure protection and cyber security domains. However, static equilibrium models defined based on inputs from domain experts have weaknesses; they can be inaccurate, and they do not adapt over time as the situation (and adversary) evolves. In cases where there are frequent interactions with an attacker, using learning to adapt to an adversary revealed behavior may lead to better solutions in the long run. However, learning approaches need a lot of data, may perform poorly at the start, and may not be able to take advantage of expert analysis. We explore ways to combine equilibrium analysis with online learning methods with the goal of gaining the advantages of both approaches. We present several hybrid methods that combine these techniques in different ways, and empirically evaluated the performance of these methods in a game that models a border patrolling scenario.


european conference on artificial intelligence | 2014

Practical performance of refinements of Nash equilibria in extensive-form zero-sum games

Jiří Čermák; Branislav Bošanský; Viliam Lisý

Nash equilibrium (NE) is the best known solution concept used in game theory. It is known that NE is particularly weak even in zero-sum extensive-form games since it can prescribe irrational actions to play that do not exploit mistakes made by an imperfect opponent. These issues are addressed by a number of refinements of NE that strengthen the requirements for equilibrium strategies. However, a thorough experimental analysis of practical performance of the Nash equilibria refinement strategies is, to the best of our knowledge, missing. This paper aims to fill this void and provides the first broader experimental comparison of the quality of refined Nash strategies in zero-sum extensive-form games. The experimental results suggest that (1) there is a significant difference between the best and the worst NE strategy against imperfect opponents, (2) the existing refinements outperform the worst NE strategy, (3) they typically perform close to the best possible NE strategy, and (4) the difference in performance of all compared refinements is very small.


european conference on artificial intelligence | 2012

Iterative algorithm for solving two-player zero-sum extensive-form games with imperfect information

Branislav Bošanský; Christopher Kiekintveld; Viliam Lisý; Michal Pěchouček

We develop and evaluate a new exact algorithm for finding Nash equilibria of two-player zero-sum extensive-form games with imperfect information. Our approach is based on the sequence-form representation of the game, and uses an algorithmic framework of double-oracle methods that have been used successfully in other classes of games. The algorithm uses an iterative decomposition, solving restricted games and exploiting fast best-response algorithms to add additional sequences to the game over time. We demonstrate our algorithm on a class of adversarial graph search games motivated by real world border patrolling scenarios. The results indicate that our framework is a promising way to scale up solutions for extensive-form games, reducing both memory and computation time requirements.


Artificial Intelligence | 2016

Algorithms for computing strategies in two-player simultaneous move games

Branislav Bošanský; Viliam Lisý; Marc Lanctot; Jiří Čermák; Mark H. M. Winands

Abstract Simultaneous move games model discrete, multistage interactions where at each stage players simultaneously choose their actions. At each stage, a player does not know what action the other player will take, but otherwise knows the full state of the game. This formalism has been used to express games in general game playing and can also model many discrete approximations of real-world scenarios. In this paper, we describe both novel and existing algorithms that compute strategies for the class of two-player zero-sum simultaneous move games. The algorithms include exact backward induction methods with efficient pruning, as well as Monte Carlo sampling algorithms. We evaluate the algorithms in two different settings: the offline case, where computational resources are abundant and closely approximating the optimal strategy is a priority, and the online search case, where computational resources are limited and acting quickly is necessary. We perform a thorough experimental evaluation on six substantially different games for both settings. For the exact algorithms, the results show that our pruning techniques for backward induction dramatically improve the computation time required by the previous exact algorithms. For the sampling algorithms, the results provide unique insights into their performance and identify favorable settings and domains for different sampling algorithms.

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Branislav Bošanský

Czech Technical University in Prague

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Michal Pěchouček

Czech Technical University in Prague

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Christopher Kiekintveld

University of Texas at El Paso

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Michal Jakob

Czech Technical University in Prague

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Jiří Čermák

Czech Technical University in Prague

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Karel Durkota

Czech Technical University in Prague

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Radek Píbil

Czech Technical University in Prague

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Tomáš Pevný

Czech Technical University in Prague

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