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While game-theoretic models and algorithms have been developed to combat illegal activities, such as poaching and over-fishing, in green security domains, none of the existing work considers the crucial aspect of community engagement: community members are recruited by law enforcement as informants and can provide valuable tips, e.g., the location of ongoing illegal activities, to assist patrols. We fill this gap and (i) introduce a novel two-stage security game model for community engagement, with a bipartite graph representing the informant-attacker social network and a level-$kappa$ response model for attackers inspired by cognitive hierarchy; (ii) provide complexity results and exact, approximate, and heuristic algorithms for selecting informants and allocating patrollers against level-$kappa$ ($kappa<infty$) attackers; (iii) provide a novel algorithm to find the optimal defender strategy against level-$infty$ attackers, which converts the problem of optimizing a parameterized fixed-point to a bi-level optimization problem, where the inner level is just a linear program, and the outer level has only a linear number of variables and a single linear constraint. We also evaluate the algorithms through extensive experiments.
In this paper, we employ a hypergame framework to analyze the single-leader-multiple-followers (SLMF) Stackelberg security game with two typical misinformed situations: misperception and deception. We provide a stability criterion with the help of hy
Stackelberg security games are a critical tool for maximizing the utility of limited defense resources to protect important targets from an intelligent adversary. Motivated by green security, where the defender may only observe an adversarys response
A traditional assumption in game theory is that players are opaque to one another -- if a player changes strategies, then this change in strategies does not affect the choice of other players strategies. In many situations this is an unrealistic assu
We want to introduce another smoothing approach by treating each geometric element as a player in a game: a quest for the best element quality. In other words, each player has the goal of becoming as regular as possible. The set of strategies for eac
We consider a facility location game in which $n$ agents reside at known locations on a path, and $k$ heterogeneous facilities are to be constructed on the path. Each agent is adversely affected by some subset of the facilities, and is unaffected by