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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Empirical Study on Trust, Reputation, and Game Theory Approach to Secure Communication in a Group of Unmanned Vehicles</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Egor M</string-name>
          <email>egormarinenkov@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>nkov[</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>y Chuprov[</string-name>
          <email>chuprov@itmo.ru</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Viksnin[</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Iulii</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>ITMO University</institution>
          ,
          <addr-line>Saint-Petersburg</addr-line>
          ,
          <country country="RU">Russia</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The paper presents an approach based on a combination of Reputation, Trust, and Game Theory to ensure secure data transfer in distributed networks of unmanned autonomous vehicles. Trust and Reputation-based approaches have gained popularity in computer networks to improve their security. The existence of \soft" attacks, when the initiator of the attack is a legitimate agent, and traditional means of protecting information are powerless, it is possible to use methods based on trust. Using Game Theory approaches in cybersecurity allows optimizing intrusion detection and network security systems. In this paper, we reviewed the foundations of Trust and Reputation-based models, and Game Theory approaches in computer systems and attempts of its implementations in distributed network security and communication protocols. We described the operating conditions of a group of AVs, elaborated an apparatus for calculating the indicators of Trust and Reputation, and presented an approach based on a combination of Game Theory with Trust and Reputation. To validate the e ectiveness of the proposed approach a custom software simulator was developed. Experiments with a group of AVs driving through the intersection was conducted. The results showed that a combination of Trust, Reputation and Game Theory allows more e ective detection of bogus data, transmitted by the agents in a system.</p>
      </abstract>
      <kwd-group>
        <kwd>Trust</kwd>
        <kwd>Reputation</kwd>
        <kwd>Game Theory</kwd>
        <kwd>Multi-agent System</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>With the development of global technological progress, robotic systems are
beginning to be applied in various areas of human life. Auto manufacturers are
actively researching the development and integration of AVs on the roads of our
cities. Small unmanned aerial vehicles (drones) have become widespread in
everyday life and can be used for a variety of purposes: from searching for missing
people to farming. One of the main advantages of AVs is the ability to perform
complex, dangerous and monotonous for humans' organism tasks. To perform
some tasks, it is more promising to use groups of fully autonomous robots
capable of functioning without a human-operator and more e ciently performing
tasks distributed in the area.</p>
      <p>
        Each robotic device can be represented as a combination of physical and
information components, called the cyber-physical system [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. To study groups
of autonomous robotic devices, a multi-agent approach has gained popularity
[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. In this approach, all robots are represented by a set of agents capable of
interacting with each other and performing common, group tasks. For optimal
planning of group actions, they can use the data obtained with the sensors from
the environment and transmit them to each other via a wireless communication
channel. However, as with any network, the transmitted data between elements
may be subject to security threats.
2
2.1
      </p>
    </sec>
    <sec id="sec-2">
      <title>Literature Review</title>
      <sec id="sec-2-1">
        <title>Trust and Reputation</title>
        <p>In some social networks, online stores and e-commerce applications, user
reputation rating systems have gained popularity. The presence of a reputation
indicator implies the existence of certain generally accepted norms and rules of
behavior on a resource. Violation of such rules and norms by the user will lead
to a decrease in the indicator of his reputation, as well as to a decreasing trust
to him from other users. For example, if one of the sellers of the online store
selling a product that has characteristics di erent from the declared ones, or
the delivery time did not correspond to the expected one, it is less likely that
buyers will want to buy goods from him if there are other sellers who are more
trustworthy.</p>
        <p>
          Depending on the sources, interpretations of Trust and Reputation (T&amp;R)
may vary slightly. The content of these concepts goes deep into antiquity, with
the advent of the rst groups of people and the interaction between them, those
concepts also appeared that can now be described as T&amp;R. The work [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ] de nes
trust as an open and positive relationship between people, containing con dence
in decency and goodwill. If we move away from the human relationship and
describe the trust between some agents in a computer system, in [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ] trust
described as a subjective expectation of agent A of certain behavior from agent
B based on a history of interactions. It follows from the de nition that trust
allows us to assume what kind of expected action or inaction might come from
the agent. From the same de nition follows the subjectivity of trust in relation
to one or another object of relationships.
        </p>
        <p>
          Reputation is de ned as an opinion about the intentions and norms of a
particular agent, based on the history of his behavior and interactions with him
[
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. Quanti cation can be calculated based on the opinions or observations of
other group members. Unlike subjective trust (relying on one's own experience
and other factors), reputation allows re ecting a public measure of the agent's
reliability based on observations or assessments of group members.
        </p>
        <p>
          To use the approach based on T&amp;R in information systems, it is necessary
to formalize and take into account quantitative indicators of T&amp;R and data
on observations and assessments. This can be especially relevant in
decentralized networks, where there is a lack of network infrastructure and the nodes
interact directly with each other. Such networks are called peer-to-peer (P2P)
networks [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ]. P2P networks have gained widespread popularity with the advent
of the Internet of Things (IoT) concept [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ] and vehicular (VANETs) and
mobile (MANETs) ad-hoc networks [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ]. P2P allows to transfer and process large
amounts of information, at a cost lower than using a centralized infrastructure
network [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. However, due to the decentralized structure, the presence of
heterogeneous elements and speci c features, such networks are subject to \soft"
attacks aimed at the contextual integrity of the transmitted data between nodes.
\Traditional" cybersecurity methods, such as authentication or cryptography,
are not e ective against such attacks.
        </p>
        <p>
          In the case of AVs, VANETs allow transmitting data from one vehicle to
another and to the transport infrastructure objects. Such data transfer can be
used by the Intelligent Transport System (ITS) to build optimal routes,
generate informational and emergency messages warning of bad weather conditions,
construction and maintenance road works, and etc. Papers o ering T&amp;R-based
data security techniques may o er di erent approaches to calculating these
metrics. For example, the authors of [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ] suggest calculating the trust indicator in
the range from 1 to 1, when, as in [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ], it is proposed to calculate the T&amp;R
indicators in the range from 0 to 1. It is worth noting that in the present paper
we use the calculus described in [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ] and complement it with an approach based
on Game Theory.
        </p>
        <p>
          In [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ] Starub et al. proposed a multi-level intrusion detection system (IDS)
to protect self-driving vehicles from malicious attacks, as well as false data.
The system is based on the method of determining the reputation of nodes.
The system contains shared knowledge generated by all communication
participants. The level of reputation depends on the history of the behavior of one
or another node. Despite the interesting system architecture proposed by the
authors, it is di cult to evaluate the e ectiveness of the proposed solution. The
work lacks both calculus to calculate the reputation level, as well as validation of
the e ectiveness of the solution and comparison with other existing T&amp;R-based
approaches.
        </p>
        <p>
          Kim and Viksnin in [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] proposed a method for calculating T&amp;R, based on
the theory of loans to ensure the security of ying drones communication. The
idea of the method is that it would be unpro table for the saboteur to perform
a destructive impact on the group. In case the agent transmits incorrect
information, its indebtedness increases. The results of the experiments showed that
the intruder transmitting incorrect data was blocked in 90:2% cases.
        </p>
        <p>
          To verify the reliability of the data, two approaches are proposed in the
papers: objective and subjective. In the second case, the nodes rely on the opinion
of other nodes to form a trust indicator. In [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ], the authors addressed the
data privacy problem when calculating the trust of the nodes and proposed a
framework that allows nding a balance between trust and privacy in the system.
Experiments conducted using the ONE network simulator showed that the use
of the proposed linkability protocol can increase the privacy of transmitted data
by using pseudonyms for nodes and o ers more exibility than the standard
secure broadcast authentication protocol used in the ONE simulator.
2.2
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Game Theory</title>
        <p>
          Game theory is a branch of mathematical economics that studies the resolution
of con icts between players and the optimality of their strategies. It is widely
used in various elds of human activity, such as economics and management,
industry and agriculture, military and construction, trade and transport,
communications, etc [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ].
        </p>
        <p>
          One of the tasks of Game Theory implementation in the eld of cybersecurity
is to optimize the actions of the security administrators in network systems. In
the context of Game Theory, this task can be formalized as follows: there are two
coalitions: defenders (administrators) and attackers; the goal of administrators
is to minimize damage to the system by optimally distributing tasks among
themselves, and the goal of the attackers is to exploit the system. Considering
the di erent behavior of attackers, it is possible to identify such strategies for
the behavior of administrators (both for a coalition and for each administrators),
in which, regardless of the attackers strategy, the damage to the system will be
minimal. One of the approach was described in the [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]. The authors found a
strategy in which Nash equilibrium is achieved, which guarantees an optimal
solution to the defending side, regardless of the attackers decisions. The authors
conducted a comparative analysis of approaches to ensuring a safety circuit based
on Game Theory and common sense decision algorithms. To verify the developed
model, real statistics were used from Hackmageddon, the Verizon 2013 Data
Breach Investigation report, and the Ponemon report of 2011.
        </p>
        <p>
          In [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ] Roy et al. provide an overview of the game-theoretic models
application for network security assurance. Authors review static games and divide
them into complete imperfect information and incomplete imperfect information
games. In the former type of game, the authors cite the example of an
information war and a quantitative risk assessment for e ective investment decisions in
the eld of cybersecurity. The latter gave examples of games in the framework
to counter DDoS and intrusions in ad-hoc networks. The authors also analyze
dynamic games and subdivide them into 4 types: complete perfect information,
complete imperfect information, incomplete perfect information and incomplete
imperfect information games. The rst type of games is used for risk analysis
in computer networks, where, as a rule, there are only two participants: a
network administrator and an attacker. Implementation of Game Theory allows
to determine the optimal strategy for several iterations, which allows to
optimally distribute resources for long periods of time. For the second type, an IDS
and several scenarios, based on the completeness of knowledge about the system
by attackers were considered. This approach allows to determine the optimal
strategies for the players, which can subsequently be applied as a deciding rule
when implementing or modifying such a system. Third type described a game
in which network participants reduce the propagation speed of a worm-attack,
which allows to scan a system for important and valuable information. In the
fourth type, games like admin-attacker were also considered. The described
paper is interesting in the way that it considers Game Theory applications under
various conditions of density and correctness of the available data from players.
        </p>
        <p>
          In [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ] Game Theory is used for security assurance in electronic commerce
applications. The authors describe the security game model using the penalty
parameter, calculate replicator dynamics, and analyze the evolutionary stable
strategy of the game model. As a result, the authors conclude that reducing
the cost of investment leads to the stimulation of investment in cybersecurity.
With an increase in investment costs, the penalty parameter allows to save the
incentive for investments.
        </p>
        <p>The described papers on T&amp;R and Game Theory approaches show the
expediency of applying such approaches in the areas related to distributed networks
and automated systems. We have already published works on the results of
applying T&amp;R in the group of AVs, and we believe that re ning this approach
using Game Theory fundamentals will help to achieve better results.
3</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Problem Statement</title>
      <p>
        There are various types of attacks on data transferred between agents in the
system. Attacks can be both passive when the attacker does not directly in
uence the system, or active when an unauthorized modi cation of information
assets, system properties, and its state occurs during the attack. As a means of
counteracting these malicious attacks, various defenses can be used. However,
there are some attacks when agents already authorized in the system, which
were initially considered legitimate, begin to transmit inaccurate data due to
the failure of the sensors or unauthorized interference with the hardware and
software components. Using these improper data to optimize group actions can
lead to a decrease in the e ciency of the system, and in the case of groups of
AVs, it can lead to a tra c accident. Such attacks on context data integrity are
called \soft" attacks in the literature [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ].
      </p>
      <p>
        To counter \soft" attacks on multi-agent systems, a T&amp;R approach that has
gained popularity in the eld of e-commerce can be used [
        <xref ref-type="bibr" rid="ref12 ref9">12, 9</xref>
        ]. In this paper, we
address the problem of contextual data integrity in the group of mobile robots
and propose a model, based on T&amp;R indicators using elements of the Game
Theory. The next section describes our approach in more detail.
      </p>
    </sec>
    <sec id="sec-4">
      <title>Our Approach, Based on Trust, Reputation and Game</title>
    </sec>
    <sec id="sec-5">
      <title>Theory</title>
      <p>First of all, it is necessary to describe the limitations, assumptions, and
operating conditions of the system to which the described calculus can be applied
to calculate the T&amp;R indicators of the agents. The group of AVs can be
described as a set E = fe1; e2; : : : ; eng of agents. The process of system functioning
can be described as a discrete process, and accordingly consists of many states
T = ft0; : : : ; tendg, where t0 is the initial moment, and tend is the endpoint in
time. At each moment of time, the agents transmit to each other data on their
location and state of the surroundings. Agents obtain these data using on-board
sensors. These data are necessary for further planning and optimization of group
actions, the description of which is beyond the scope of this paper. As an
assumption, we consider the transfer of data between agents in ideal conditions,
that is, without loss and interference.</p>
      <p>The transmitted data can be either correct or bogus. In the rst case, the
data re ects the actual (real) location and environment characteristics of the
agent ei at the time of transmission tj . In the second case, the data is incorrect
and does not re ect the real characteristics of the agent ei at the time of the data
transfer tj . The data may be bogus due to breakdown, failure of the sensors or
malicious interference with the software and hardware components of the agent
ei.</p>
      <p>To identify agents that transmit bogus data, we propose the following
procedure based on T&amp;R assessment. Each of the group agents has an indicator of
T&amp;R. The assessment is based on the transmitted data veri cation at each time
moment t by other agents. To describe our approach, we need to introduce three
indicators: Truth, Trust, and Reputation.
4.1</p>
      <sec id="sec-5-1">
        <title>Truth, Trust, and Reputation</title>
        <p>T ruth - an indicator that displays a subjective correctness assessment of the
transferred data by other agents. Correctness is determined using the sensors of
agents and can be described as (1).</p>
        <p>T rutht = ftrt (data);
(1)
where T rutht is the evaluation of data at the time t, data is the data to be
evaluated, ftrt is the evaluation function of T ruth at the time t.</p>
        <p>Reputation (R) is an indicator based on a retrospective of the T ruth
assessment of each agent. It can be described as (2).</p>
        <p>Rt = frt (T rutht) = frt (ftrt (data));
(2)
where Rt is the reputation value at the time t, frt is the evaluation function of
R at the time t.</p>
        <p>T rust is an indicator characterizing a subjective assessment of agent behavior
by other agents. It is calculated based on a combination of T ruth and R and
can be represented as (3).</p>
        <p>T rustt = ftrustt (Rt 1; T rutht) = ftrustt (frt 1 (ftrt 1 (data)); ftrt (data)); (3)
where T rustt is the indicator of T rust at the time t, ftrustt is the function of
evaluating T rust at the time t.</p>
        <p>As a limitation, each of the above indicators is in the range of [0; 1]. However,
in the process of functioning of the system, situations may arise when none of
the agents has the opportunity to assess the correctness of the data transmitted
to them. For example, such a situation may arise in the t0 time moment
(initialization of the system), when agents are distributed over the area and they do
not have a retrospective assessment, or when a new agent joins the group. As an
assessment mechanism in such situations, we propose using the approach based
on the Game Theory described below.
4.2</p>
      </sec>
      <sec id="sec-5-2">
        <title>Game Theory</title>
        <p>In the context of Game Theory, a game will be understood as a confrontation
between two agents: G - a trusted agent that receives data, and U - an agent that
transfers data. Players have two strategies. For agent G: strategy 1 - trust to the
agent U , and strategy 2 - do not trust to the agent U . For agent U : strategy 1
transmit correct data, and strategy 2 - transmit bogus data. In order to consider
the game in normal form and express it through the payment matrix, payments
when the players win/lose can be designed.</p>
        <p>Since agent G cannot con rm or refute the data at the time of its receipt, it is
necessary to consider the risk of losing reliable data. For this, it is necessary to
introduce the concept of the value of data. Let datai 2 DAT A be the kind of
information existing inside the system. Then 9 v(datai) : v(datai) 6= v(dataj ); i 6= j
is the maximum value of the data i. We consider the fact, that the value of data
decreases with time, and it is necessary to introduce the concept of the value of
data at time t. Let 9 tf : 0 &lt; tf t be the time point for receiving data, then
9 v(datai; tf ; t) : v(datai; tf ; t) v(datai) is the value of the data i at the time
t. It can be calculated by the equation (4).</p>
        <p>v(datai; tf ; t) = v(datai)
kdatai (tf ; t);
(4)
where kdatai (tf ; t) is the function of relevance of the data i at time t.</p>
        <p>We consider k(tf ; t) 6= 0 as long as the agent cannot refute the data, therefore,
we chose an exponential function of the form ax, presented in (5) for calculating
the actuality of the data.</p>
        <p>kdatai (tf ; t) = (adatai )t tf ;
(5)
where adatai 2 (0; 1). Therefore, kdatai (tf ; t) 2 (0; 1].</p>
        <p>Based on the foregoing, agent's payo function G can be described by the
equation (6).</p>
        <p>8v(datai)
&gt;
&gt;
&gt;&lt;0
x = 1, y = 1
x = 1, y = 2
&gt;v(datai; tf ; t) x = 2, y = 1
&gt;
&gt;:v(datai; tf ; t) x = 2, y = 2
fG(x; y) =
;
(6)
where x; y is the number of agents' G and U strategies.</p>
        <p>For the agent U , the biggest gain will be the the value T ruth(datai) = 1 of
the agent G, in the case when the agent U lied, and minimal - when the agent
G has trust to U , and U provided him with correct data. To denote the wins of
the agent U , we introduce the payo function, presented in (7).
fU (x; y) =
8 1
&gt;
&gt;
&gt;&lt;1
&gt;0
&gt;
&gt;:0
x = 1, y = 1
x = 1, y = 2
x = 2, y = 1
x = 2, y = 2
;
(7)
where x; y is the number of agents' G and U strategies. In the Table 1 the
payment matrix of the game is represented.</p>
        <p>We assume that the agent U is rational in its actions with respect to G. Let
us consider the resulting winnings. It can be seen from the Table 1 that the game
has Nash equilibrium, namely, the outcome when agent U chooses strategy 2, and
agent G chooses strategy 2. In this case, the equilibrium exists because agents
cannot increase their winnings when the opponent does not change strategies.</p>
        <p>Consequently, the agent U , if he is an intruder, will prefer to lie, since his
winnings will uctuate from 0 to 1, but not from -1 to 0. In turn, the agent G
needs to understand that he will not receive the maximum win, no matter what
strategy U agent chooses, the winnings will be stable. Thus, the authors formed
the third condition for the formation of T ruth indicator - in the case when it is
not possible for the agent to verify the information personally or by asking other
trusted agents, the agent must not be trusted and T ruth(datai) = 0.
To validate the e ectiveness of our Game Theory approach implementation in
a group of AVs, custom software simulator was developed. In the simulator,
the movement of vehicles through an intersection was imitated. The intersection
scheme is represented in Fig. 1. It has the following properties:
{ software testing ground is divided into equal sectors, and each sector has its
unique number;
{ software testing ground size: 10 10 sectors;
{ software testing ground has 4 roads: two vertical (oncoming and passing)
and two horizontal (oncoming and passing).</p>
        <p>The experiment was conducted with a group consisted of 3 vehicles (agents):
one of them was a saboteur and provided incorrect data to the other agents. The
communication in the group was organized in the following way:
{ depending on a situation, the saboteur can either transmit correct of bogus
data;
{ legitimate agents also can provide others with bogus data in case of technical
problems; the probability of technical fail occurrence was set as 0.1;
{ the initial value of agent reputation (R) was equal to 0.5;
{ the agent that had the R value equal or less than 0.25 was considered as
a saboteur and blocked from the group communication; such threshold was
set because of the short communication period in the intersection;
{ the information transmitted by one vehicle could be assessed only if this
vehicle was visible to one of the trusted agents; the vehicle can detect others
if they are located in one of the 8 adjacent sectors around it.</p>
        <p>For the experiment, we decided to use a group of three AVs. Since one AV can
detect objects in 8 sectors around itself, in order to ensure the correct operation
of the T&amp;R-based method, three members of the group are enough on this
software testing ground. An increase in the number of group participants at the
intersection will lead to the possibility of using agent's own observations, rather
than relying on the proposed method.</p>
        <p>Experiment setup:
{ the experiment had 1000 independent tests;
{ during each test, the movement of the vehicle group through the intersection
was analyzed.</p>
        <p>Results assessment:
{ to assess the obtained results, 4 parameters were calculated:</p>
        <p>True Positive (TP) - case when the AV was a saboteur and it was
classi ed as a saboteur;
False Positive (FP) - case when the AV was not a saboteur but was
classi ed as a saboteur;
True Negative (TN) - case when the AV was a legitimate agent and was
classi ed as a correct agent;
False Negative (FN) - case when the AV was a saboteur and was classi ed
as a legitimate agent.
{ based on these values, a classi cation parameter Accuracy was calculated,
as in (8).</p>
        <p>Accuracy =</p>
        <p>T P + T N
T P + F P + T N + F N
(8)</p>
        <p>The comparative analysis between 2 models was performed:
{ model with standard T&amp;R-based approach;
{ model with T&amp;R and integrated Game Theory approach.</p>
        <p>The average results after 1000 independent tests are represented in Fig. 5.
Our T&amp;R and Game Theory approach contributed to the increase of saboteur
detection accuracy: it is possible to note that the Accuracy parameter raised by
0.1. Moreover, implementation of Game Theory provided a signi cant increase
in TP agent classi cation cases and helped to reduce FN rate values. However,
the rise of FP errors and decrease of TN rate was noted. The reason of these
deviations is that the Game Theory approach does not give an opportunity to
set up a median T ruth level not only to saboteurs but also to legitimate agents.
6</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgments</title>
      <p>This article was prepared with the nancial support of the Ministry of Science
and Higher Education of the Russian Federation under the agreement No.
07515-2019-1707 from 22.11.2019 (identi er RFMEFI60519X0189, internal number
05.605.21.0189).
1:94
1:27
without Game Theory</p>
      <p>with Game Theory
0:89
0:2
TP</p>
      <p>0:73
0:06</p>
      <p>FP
0:8
In this paper, we proposed an approach based on a combination of Trust,
Reputation, and Game Theory fundamentals to secure communication in a group
of unmanned vehicles. In addition to traditional attacks on data in distributed
networks, there are also \soft" attacks when legitimate agents broadcast bogus
data, which may be due to technical problems or unauthorized malicious access
to the agent's hardware and software. The paper describes the characteristics
and assumptions of a group of unmanned vehicles in which the implementation
of the presented model is possible. To validate the e ectiveness of the presented
approach in a group of unmanned autonomous vehicles, we developed custom
software simulator. Simulator allows to imitate traversal of the intersection by a
group of AVs and communication between them. Despite the fact that the
classication accuracy of saboteurs, transmitted bogus data, increased by 0:1, using of
the T&amp;R in a combination with Game Theory approach allowed to signi cantly
increase the True Positive and reduce False Negative values.</p>
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