Research map / Adversarial robustness and security / Attacks on text and graphs
A Security Game Combining Patrolling and Alarm-Triggered Responses Under Spatial and Detection Uncertainties
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Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use dynamic attacker-response heuristic H1 instead of best static placement | Approx-DP SRO patrolling · 20 targets, density 0.25 | defender game value: up to about +10% | Helped |
| use dynamic attacker-response heuristic H1 instead of best static placement | Approx-DP SRO patrolling · 20 targets, density 0.75 | defender game value: +35% | Helped |
| use value-based heuristic H2 to select supports (ablation) | Approx-DP SRO · 20 targets | defender game value vs best placement | No clear effect |
| use distance-based heuristic H3 to select supports (ablation) | Approx-DP SRO · 20 targets | defender game value vs best placement | No clear effect |
| raise covering-cycle length bound k from 1 or 0.5 to 2 (ablation) | CCO · covering cycles found in one hour | number of covering cycles | Hurt |
| increase false negative rate alpha | Exact-DP SRO · 6-10 targets | optimal game value | Hurt |
| increase number of targets | Exact-DP SRO · 6-10 targets | optimal game value | Hurt |
| use l=10 random restarts instead of l=1 in Approx-DP (ablation) | Approx-DP SRO · |T| >= 20 vs |T| > 20 | game value | Mixed |
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- Optimal Interdiction of Urban Criminals with the Aid of Real-Time Information (AAAI 2019 · similarity 0.85)
- Adversarial Fence Patrolling: Non-Uniform Policies for Asymmetric Environments (AAAI 2020 · similarity 0.85)
- GUARD: Constructing Realistic Two-Player Matrix and Security Games for Benchmarking Game-Theoretic Algorithms (NeurIPS 2025 · similarity 0.85)
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