Games for Controls

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The authors argue that games are expressive enough to encompass (history-based) access control, (resource) usage control (e.g., dynamic adaptive access control of reputation systems), accountability based controls (e.g., insurance), controls derived from rationality assumptions on participants (e.g., network mechanisms), and their composition. Building on the extensive research into games, they demonstrate that this expressive power coexists with a formal analysis framework comparable to that available for access control. They advocate two player turn-based games (perhaps with quantitative and probabilistic information) as a framework to describe policies on shared resources. The two players in question are the System (the owner of the resource) and the Player (the entity requesting access).