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      <title-group>
        <article-title>Users' Collaboration as a Driver for Reputation System Effectiveness: a Simulation Study</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Guido Boella and Marco Remondino Department of Computer Science, University of Turin</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>Reputation management is about evaluating an agent's actions and other agents' opinions about those actions, reporting on those actions and opinions, and reacting to that report thus creating a feedback loop. This social mechanism has been successfully used, through Reputation Management Systems (RMSs) to classify agents within normative systems. Most RMSs rely on the feedbacks given by the member of the social network in which the RMS itself operates. In this way, the reputation index can be seen as an endogenous and self produced indicator, created by the users for the users' benefit. This implies that users' participation and collaboration is a key factor for the effectiveness a RMS. In this work the above factor is explored by means of an agent based simulation, and is tested on a P2P network for file sharing.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>In everyday's life, when a choice subject to limited
resources (like for instance money, time, and so on)
must be done, due to the overwhelming number of
possibilities that people have to choose from,
something is needed to help them make choices.
People often follow the advice of others when it comes
to which products to by, which movies to watch, which
music to listen, which websites to visit, and so on. This
is a social attitude that uses others’ experience They
base their judgments of whether or not to follow this
advice partially upon the other person's reputation in
helping to find reliable and useful information, even
with all the noise.</p>
      <p>Using and building upon early collaboration
filtering techniques, reputation management software
gather ratings for people, companies, and information
sources. Since this is a distributed way of computing
reputation, it is implicitly founded on two main
assumptions:</p>
      <sec id="sec-1-1">
        <title>1) The correctness of shared information</title>
        <p>2) The participation of users to the system</p>
        <p>While the negation of the first could be considered
as an attack to the system itself, performed by users
trying to crash it, and its occurrence is quite rare, the
second factor is often underestimated, when designing
a collaborative RMS. Users without a vision of the
macro level often use the system, but simply forget to
collaborate, since this seems to cause a waste of time.</p>
        <p>The purpose of the present work is to give a
qualitative and, when possible, quantitative evaluation
of the collaborative factor in RMSs, by means of an
empirical analysis conducted via an agent based
simulation. Thus, the main research question is: what’s
the effectiveness of a RMS, when changing the
collaboration rate coming from the involved users?</p>
        <p>In order to answer this question, in the paper an
agent based model is introduced, representing a
peerto-peer (P2P) network for file sharing. A basic RMS is
applied to the system, in order to help users to choose
the best peers to download from. In fact, some of the
peers are malicious, and they try to exploit the way in
which the P2P system rewards users for sharing files,
by uploading inauthentic resources when they do not
own the real ones. The model is described in detail and
the results are evaluated through a multi-run coeteris
paribus technique, in which only one setting is
changed at a time. In particular, the most important
parameters which will be compared, to evaluate the
effectiveness of the RMS are: verification of the files,
performed by the users and negative payoff, given in
case a resource is reported as being inauthentic. The
verification of the files, i.e. users’ the collaboration, is
an exogenous factor for the RMS, while the negative
payoff is an endogenous and thus directly controllable
factor, from the point of view of a RMS’s designer.</p>
        <p>
          The P2P framework has been chosen since there are
many works focusing on the reputation as a system to
overcome the issue of inauthentic files, but, when
evaluating the effectiveness of the system, the authors
[
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] usually refer to idealized situations, in which users
always verify the files for authenticity, as soon as they
start a download. This is obviously not the case in the
real world: first of all, most resources require to be at
least partially owned, in order to be checked. Besides,
some users could simply decide not to check them for
long time. Even worse, other users could simply forget
about a downloaded resource and never check it. Last
but not least, other users might verify it, but simply not
report anything, if it’s not authentic.
        </p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>2. Reputation and P2P Systems</title>
      <p>
        Since uploading bandwidth is a limited resource and
the download priority queues are based on a
uploadingcredit system to reward the most collaborative peers on
the network, some malicious users create inauthentic
files, just to have something to share, thus obtaining
credits, without being penalized for their behavior. To
balance this, RMSs have been introduced, which
dynamically assign to the users a reputation value,
considered in the decision to download files from them
or not. RMSs are proven, via simulation, to make P2P
networks safe from attacks by malicious peers, even
when forming coalitions. In networks of millions of
peers attacks are less frequent, but users still have a
benefit from sharing inauthentic files. It’s not clear if
RMSs can be effective against this selfish widespread
misbehavior, since they make several ideal
assumptions about the behavior of peers who have to
verify files to discover inauthentic ones. This operation
is assumed to be automatic and with no costs.
Moreover, since the files are usually shared before
downloading is completed, peers downloading
inauthentic files unwillingly spread them if they are not
cooperative enough to verify their download as soon as
possible. In the present work, the creation and
spreading of inauthentic files is not considered as an
attack, but as a way in which some agents try to raise
their credits, while not possessing the real resource
that's being searched by others. A basic RMSs is
introduced, acting as a positive or negative reward for
the users and human factor behind the RMSs is
considered, in the form of costs and benefits of
verifying files. Most approaches, most notably
EigenTrust [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], assume that verification is made
automatically upon the start of download of the file. By
looking as we do at the collaboration factor in dealing
with RMSs, we can question their real applicability, an
issue which remains unanswered in the simulation
based tests made by the authors. To provide an answer
to this question it is necessary to build a simulation
tool which aims at a more accurate modeling of the
users’ behavior rather than at modeling the reputation
system in detail.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Model Framework</title>
      <p>We assume a simple idealized model of reputation,
since the objective is not to prove the effectiveness of a
particular algorithm but to study the effect of users’
behavior on a reputation system. We use a centralized
system which assumes the correctness of information
provided by users, e.g., it is not possible to give an
evaluation of a user with whom there was no
interaction. When verifying a file, the agents give a
negative payoff to the agent uploading it, in case it’s
inauthentic. In turn, the system will spread it to the
agents (if any) who uploaded it to the sender. There are
two reputation thresholds: the first and higher one,
under which it’s impossible to ask for resources to
other agents, the second, lower than the other, which
makes it impossible even to share the owned files. This
guarantees that an agents that falls under the first one
(because she shared too many inauthentic files), can
still regain credits by sharing authentic ones and come
back over the first threshold. On the contrary, if she
continues sharing inauthentic files, she will fall also
under the second threshold, being de facto excluded
from the network, still being a working link from and
to other agents. The agents are randomly connected on
a graph and feature the following parameters: Unique
ID, Reputation value, set of neighbors, set of owned
resources, set of goals (resources), set of resources
being downloaded, set of suppliers (by resource). At
each time step, agents reply to requests for download,
perform requests (according to their goals) or verify
files. While an upload is performed – if possible - each
time another agent makes a request, requesting a
resource and verification are performed in alternative.
Verification ratio is a parameter for the simulation and
acts stochastically on agents’ behavior. All agents
belong to two disjoint classes: malicious agents and
loyal ones. They have different behaviors concerning
uploading, while feature the same behavior about
downloading and verification: malicious agents are
simply agents who exploit for selfishness the
weaknesses of the system, by always uploading
inauthentic files if they don’t own the authentic ones.
Loyal agents, on the contrary, only upload a resource if
they own it. A number of resources are introduced in
the system at the beginning of the simulation,
representing both the owned objects and the agents'
goals. For coherence, an owned resource can't be a
goal, for the same agent. The distribution of the
resource is stochastic. During the simulation, other
resources (and corresponding goals) are stochastically
distributed among the agents. Each agent
(metaphorically, the P2P client) keeps track of the
providers, and this information is preserved also after
the download is finished.</p>
      <p>To test the limits and effectiveness of a reputation
mechanism under different user behaviors an agent
based simulation of a P2P network is used as
methodology, employing reactive agents to model the
users; these have a deterministic behavior based on the
class they belong to (malicious or loyal) and a
stochastic idealized behavior about verifying policy.
Their use shows how the system works at an aggregate
level. However, reactive agents can also be regarded as
a limit for our approach, since real users have a flexible
behavior and adapt themselves to what they observe.
We built a model which is less idealized about the
verifying factor, but it’s still rigid when considering
the agents’ behavior about sending out inauthentic
files. That’s why we envision the necessity to employ
cognitive agents based on reinforcement learning
techniques. Though, reactive agents can also be a key
point, in the sense that they allow the results to be
easily readable and comparable among them, while the
use of cognitive agents would have moved the focus
from the evaluation of collaborative factor to that of
real users’ behavior when facing a RMS, which is very
interesting, but beyond the purpose of the present
work. In future works, this paradigm for agents will be
considered.</p>
      <p>The model is written in pure Java and does not
make use of any agent development environment.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Model Specifications and Parameters</title>
      <p>The P2P network is modeled as an undirected and
non-reflexive graph. Each node is an agent,
representing a P2P user. Agents are reactive: their
behavior is thus determined a priori, and the strategies
are the result of the stimuli coming from the
environment and of the condition-action rules. Their
behavior is illustrated in next section. Formally the
multi agent system is defined as MAS = &lt;Ag; Rel&gt;,
with Ag set of nodes and Rel set of edges. Each edge
among two nodes is a link among the agents and is
indicated by the tuple &lt; ai; aj &gt; with ai and aj
belonging to Ag. Each agent features the following
internal parameters:
– Unique ID (identifier),
– Reputation value (or credits) N(ai),
– Set of agent’s neighbors RP(ai),
– Set of owned resources RO(ai),
– Set of goals (resource identifiers) RD(ai),
– Set of resources being downloaded P(ai),
– Set of pairs &lt; supplier; resource &gt;.</p>
      <p>A resource is a tuple &lt;Name, Authenticity&gt;, where
Name is the resource identifier and Authenticity is a
Boolean attribute indicating whether the resource is
authentic or not. The agent owning the resource,
however, does not have access to this attribute unless
he verifies the file.</p>
      <p>The resources represent the object being shared on
the P2P network. A number of resources are introduced
in the system at the beginning of the simulation; they
represent both the owned objects and the agents' goals.
For coherence, an owned resource can't be a goal, for
the same agent. The distribution of the resource is
stochastic. During the simulation, other resources are
stochastically introduced. In this way, each agent in the
system has the same probabilities to own a resource,
independently from her inner nature (malicious or
loyal). In the same way also the corresponding new
goals are distributed to the agents; the difference is that
the distribution probability is constrained by its being
possessed by an agent. Formally R be the set of all the
resources in the system. We have that:
RD ai R, RO ai R and RD ai RO ai Ø.
Each agent in the system features a set of neighbors
N(ai), containing all the agents to which she is directly
linked in the graph: N ai aj Ag | ;
Rel . This information characterizes the information of
each agent about the environment. The implemented
protocol is a totally distributed one, so looking for the
resource is heavily based on the set of neighbors.</p>
      <p>In the real word the shared resources often have big
dimensions; after finding the resource, a lot of time is
usually required for the complete download. In order to
simulate this the set of the "resources being
downloaded" (Ris) introduced. These are described as
Ris = &lt;resource ID, completion, check status&gt;, where
ID is the resource identifier, completion is the
percentage already downloaded and "check status"
indicates whether the resource has been checked for
authenticity or not. In particular, it can be not yet
verified, verified and authentic and verified and
inauthentic:</p>
      <p>check status NOT CHECKED; AUTH; INAUTH
Another information is ID of the provider of a certain
resource, identified by P(ai). Each agent keeps track of
those which are uploading to him, and this information
is preserved also after the download is finished. The
real P2P systems allow the same resource to be
download in parallel from many providers, to improve
the performance and to split the bandwidth load. This
simplification should not affect the aggregate result of
the simulation, since the negative payoff would reach
more agents instead of just one (so the case with
multiple provider is a sub-case of that with a single
provider).</p>
    </sec>
    <sec id="sec-5">
      <title>4.1. The Reputation Model</title>
      <p>In this work we assume a simple idealized model of
reputation, since the objective is not to prove the
effectiveness of a particular reputation algorithm but to
study the effect of users' behavior on a reputation
system. We use a centralized system which assumes
the correctness of information provided by users, e.g.,
it is not possible to give an evaluation of a user with
whom there was no interaction. The reason is that we
focus on the behavior of common agents and not on
hackers who attack the system by manipulating the
code of the peer application. In the system there are
two reputation thresholds: the first and higher one,
under which it’s impossible to ask for resources to
other agents, the second, lower than the other, which
makes it impossible even to share the owned files. This
guarantees that an agents that falls under the first one
(because she shared too many inauthentic files), can
still regain credits by sharing authentic ones and come
back over the first threshold. On the contrary, if she
continues sharing inauthentic files, she will fall also
under the second threshold, being de facto excluded
from the network, still being a working link from and
to other agents.</p>
    </sec>
    <sec id="sec-6">
      <title>4.2. The User Model</title>
      <p>Peers are reactive agents replying to requests,
performing requests or verifying files. While upload is
performed each time another agent makes a request,
requesting a file and verification are performed (in
alternative) when it is the turn of the agent in the
simulation. All agents belong to two disjoint classes:
malicious agents and loyal agents. The classes have
different behaviors concerning uploading, while they
have the same behavior concerning downloading and
verification: malicious agents are just common agents
who exploit for selfishness the weaknesses of the
system. When it is the turn of another peer, and he
requests a file to the agent, he has to decide whether to
comply with the request and to decide how to comply
with it.</p>
      <p>- The decision to upload a file is based on the
reputation of the requester: if it is below the "replying
threshold", the requestee denies the upload (even if the
requestee is a malicious agent).</p>
      <p>- The "replyTo" method refers to the reply each
agent gives when asked for a resource. When the agent
is faced with a request he cannot comply but the
requester's reputation is above the "replying threshold",
if he belongs to the malicious class, he has to decide
whether to create and upload an inauthentic file by
copying and renaming one of his other resources. The
decision is based depending on a parameter. If the
resource is owned, she sends it to the requesting agent,
after verifying if her reputation is higher than the
"replying threshold". Each agent performs at each
round of simulation two steps:</p>
      <sec id="sec-6-1">
        <title>1) Performing the downloads in progress. For each</title>
        <p>resource being downloaded, the agents check if the
download is finished. If not, the system checks if the
resource is still present in the provider's "sharing pool".
In case it's no longer there, the download is stopped
and is removed from the list of the "owned resources".
Each file is formed by n units; when 2/n of the file has
been downloaded, then the file gets automatically
owned and shared also by the agent that is
downloading it.</p>
        <p>2) Making new requests to other peers or verifying
the authenticity of a file downloaded or in
downloading, but not both:</p>
        <p>a) When searching for a resource all the
agents within a depth of 3 from the requesting
one are considered. The list is ordered by
reputation. A method is invoked on every agent
with a reputation higher than the "requests
threshold", until the resource is found or the list
reaches the ending point. If the resource is found,
it's put in the "downloading list", the goal is
cancelled, the supplier is recorded and linked with
that specific download in progress and her
reputation is increased according to the value
defined in the simulation parameters. If no
resource is found, the goal is given up.</p>
        <p>b) Verification means that a file is
previewed and if the content does not correspond
to its description or filename, this fact is notified
to the reputation system. Verification phase
requires that at least one file must be in progress
and it must be beyond the 2/n threshold described
above. An agent has a given probability to verify
instead of looking for a new file. In case the agent
verifies, a random resource is selected among
those “in download” and not checked. If
authentic, the turn is over. Otherwise, a
"punishment" method is invoked, the resource
deleted from the "downloading" and from the
"owned " lists and put among the "goals" once
again.</p>
        <p>The RMS is based on the "punishment" method
which lowers the supplier's reputation, deletes her from
the "providers" list in order to avoid cyclic punishment
chains, and recursively invokes the "punishment"
method on the punished provider. A punishment chain
is thus created, reaching the creator of the inauthentic
file, and all the aware or unaware agents that
contributed in spreading it.</p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>5. Results</title>
      <p>The simulation goes on until at least one goal exists
and/or a download is still in progress.</p>
      <p>In the following table a summary of the most
important parameters for the experiments are given:</p>
      <p>In all the experiments, the other relevant parameters
are fixed, while the following ones change:</p>
      <p>A crucial index, defining the wellbeing of the P2P
system, is the ratio among the number of inauthentic
resources and the total number of files on the network.
The total number is increasing more and more over
time, since new resources are introduced iteratively.
Another measure collected is the average reputation of
loyal and malicious agents at the end of the simulation;
in an ideal world, we expect malicious ones to be
penalized for their behavior, and loyal ones to be
rewarded. The results were obtained by a batch
execution mode for the simulation. This executes 50
times the simulation with the same parameters,
sampling the inauthentic/total ratio every 50 steps.
This is to overcome the sampling effect; many
variables in the simulation are stochastic, so this
technique gives an high level of confidence for the
produced results. In 2000 turns, we have a total of 40
samples. After all the executions are over, the average
for each time step is calculated, and represented in a
chart. In the same way, the grand average of the
average reputations for loyal and malicious agents is
calculated, and represented in a bar chart. In figure 1,
the chart with the trend of inauthentic/total resources is
represented for the results coming from experiments 1,
2, 3, 5 and 6. The results of experiment 4 is discussed
later.</p>
      <p>Experiment 5 depicts the worst case: no negative
payoff is given: this is the case of a P2P network
without a RMS behind it. The ratio initially grows and,
at a certain point, it gets constant over time, since new
resources are stochastically distributed among all the
agents with the same probability. In this way also
malicious agents have new resources to share, and they
will send out inauthentic files only for those resources
they do not own. In the idealized world modeled in this
simulation, since agents are 50 malicious and 50 loyal,
and since the ones with higher reputation are preferred
when asking for a file, it’s straightforward that
malicious agents’ reputation fly away, and that an high
percentage of files in the system are inauthentic (about
63%). Experiment 1 shows how a simple RMS, with
quite a light punishing factor (3) is already sufficient to
lower the percentage of inauthentic files in the network
over time. We can see a positive trend, reaching about
28% after 2000 time steps, which is an over 100%
improvement compared to the situation in which there
was no punishment for inauthentic files. In this
experiment the verification percentage is at 30%. This
is quite low, since it means that 70% of the files remain
unchecked forever (downloaded, but never used). In
order to show how much the human factor can
influence the way in which a RMS works, in
experiment 2 the verification percentage has been
increased up to 40%, leaving the negative payoff still
at 3. The result is surprisingly good: the
inauthentic/total ratio is dramatically lowered after few
turns (less than 10% after 200), reaching less than 1%
after 2000 steps. Since 40% of files checked is quite a
realistic percentage for a P2P user, this empirically
proves that even the simple RMS proposed here
dramatically helps in reducing the number of
inauthentic files. In order to assign a quantitative
weight to the human factor, in experiment 3, the
negative payoff is moved from 3 to 4, while bringing
back the verification percentage to 30%. Even with a
higher punishing factor, the ratio is worse than in
experiment 2, meaning that it’s preferable to have a
higher verification rate, compared to a higher negative
payoff. Experiment 6 shows the opposite trend: the
negative payoff is lighter (2), but the verification rate is
again at 40%, as in experiment 2. The trend is very
similar – just a bit worse - to that of experiment 3. In
particular, the ratio of inauthentic files, after 2000
turns, is about 16%. At this point, it gets quite
interesting to find the “break even point” among the
punishing factor and the verification rate. After some
empirical simulations, we have that, compared with
40% of verification and 3 negative payoff, if now
verification is just at 30%, the negative payoff must be
set to a whopping value of 8, in order to get a
comparable trend in the ratio. This is done in
experiment 4 (figure 2): after 2000 turns, there’s 1% of
inauthentic files with a negative payoff of 3 and a
verification percentage of 40%, and about 0.7 with 8
and 30% respectively.</p>
      <p>This clearly indicates that collaboration factor (the
files verification) is crucial for a RMS to work
correctly and give the desired aggregate results (few
inauthentic files over a P2P network). In particular, a
slightly higher verification rate (from 30% to 40%)
weights about the same of a heavy upgrade of the
punishing factor (from 3 to 8). This can be considered
as a quantitative result, comparing the exogenous
factor (resource verification performed by the users) to
the endogenous one (negative payoff).</p>
      <p>Besides considering the ratio of inauthentic files
moving on a P2P network, it’s also crucial to verify
that the proposed RMS algorithm could punish the
agents that maliciously share inauthentic files, without
involving too much unwilling accomplices, which are
loyal users that unconsciously spread the files created
by the former ones. This is considered by looking at
the average reputations, at the end of simulation steps
(figure 3).</p>
      <p>In the worst case scenario, the malicious agents,
that are not punished for producing inauthentic files,
always upload the file they are asked for (be it
authentic or not). In this way, they soon gain credits,
topping the loyal ones. Since in the model the users
with a higher reputation are preferred when asking
files, this phenomenon soon triggers an explosive
effects: loyal agents are marginalized, and never get
asked for files. This results in a very low average
reputation for loyal agents (around 70 after 2000 turns)
and a very high average value for malicious agents
(more than 2800) at the same time. In experiment 1 the
basic RMS presented here, changes this result; even
with a low negative payoff (3) the average reputations
after 2000 turns, the results are clear: about 700 for
loyal agents and slightly more than 200 for malicious
ones. The algorithm preserves loyal agents, while
punishing malicious ones. In experiment 2, with a
higher verification percentage (human factor), we see a
tremendous improvement for the effectiveness of the
RMS algorithm. The average reputation for loyal
agents, after 2000 steps, reaches almost 1400, while all
the malicious agents go under the lower threshold (they
can’t either download or share resources), with an
average reputation of less than 9 points. Experiment 3
explores the scenario in which the users just check
30% of the files they download, but the negative
payoff is raised from 3 to 4. The final figure about
average reputations is again very good. Loyal agents,
after 2000 steps, averagely reach a reputation of over
1200, while malicious ones stay down at about 40.
This again proves the proposed RMS system to be
quite effective, though, with a low verification rate, not
all the malicious agents get under the lower threshold,
even if the negative payoff is 4. In experiment 6 the
verification percentage is again at the more realistic
40%, while negative payoff is reduced to 2. Even with
this low negative payoff, the results are good: most
malicious agents fall under the lowest threshold, so
they can’t share files and they get an average
reputation of about 100. Loyal agents behave very well
and reach an average reputation of more than 900.
Experiment 4 is the one in which we wanted to harshly
penalize inauthentic file sharing (negative payoff is set
at 8), while leaving an high laxity in the verification
percentage (30%). Unlikely what it could have been
expected, this setup does not punish too much loyal
agents that, unwillingly, spread unchecked inauthentic
files. After 2000 turns, all the malicious agents fall
under the lowest threshold, and feature an average
reputation of less than 7 points, while loyal agents fly
at an average of almost 1300 points. The fact that no
loyal agent falls under the “point of no return” (the
lowest threshold) is probably due to the fact that they
do not systematically share inauthentic files, while
malicious agents do. Loyal ones just share the
inauthentic resources they never check. Malicious
agents, on the other side, always send out inauthentic
files when asked for a resource they do not own, thus
being hardly punished by the RMS, when the negative
payoff is more than 3.</p>
    </sec>
    <sec id="sec-8">
      <title>6. Whitewashing</title>
      <p>A "whitewashing" mode is implemented and
selectable before the simulation starts, in order to
simulate the real behavior of some P2P users who,
realizing that they cannot download anymore (since
they have low credits or, in this case, bad reputation),
disconnect their client, and then connect again, so to
start from the initial pool of credits/reputation. When
this mode is active, at the beginning of each turn all the
agents that are under a given threshold reset it to the
initial value, metaphorically representing the
disconnection and reconnection. In experiments 7, 8
and 9 this is tested to see if it affects previous results.</p>
      <p>In figure 4, the ratio among inauthentic and total
resources is depicted, and in figure 5 the final average
reputation for agents, when whitewashing mode is
active.</p>
      <p>Even with CBM activated, the results are very
similar to those in which this mode is off. They are
actually a bit worse when the negative payoff is low
(3) and so is the verification percentage (30%): the
ratio of inauthentic files in the network is quite high, at
about 41% after 2000 turns versus the 27% observed in
experiment 1, which had the same parameters, but no
CBM. When the verification percentage is increased to
40%, though, things get quite better. Now the ratio of
inauthentic files has the same levels as in experiment 2
(less than 1% after 2000 steps). Also with a lower
verification percentage (again at 30%), but leaving the
negative payoff at 4, the figure is almost identical to
the one with the same parameters, but without a CBM.
After 2000 turns, the inauthentic files ratio is about
12%.
The experiments show that malicious agents, even
resetting their own reputation after going below the
lowest threshold, can’t overcome this basic RMS, if
they always produce inauthentic files. This happens
because, even if they reset their reputation to the initial
value, it’s still low compared to the one reached by
loyal agents; if they shared authentic files, this value
would go up in few turns, but since they again start
spreading inauthentic files, they almost immediately
fall under the thresholds again.</p>
    </sec>
    <sec id="sec-9">
      <title>7. Conclusion and Outlook</title>
      <p>The main purpose of the work was to show, by
means of an empirical analysis based on simulation,
how the collaboration coming from the agents in a
social system can be a crucial driver for the
effectiveness of a RMS.</p>
      <p>As a test-bed we considered a P2P network for file
sharing and, by an agent based simulation, we show
how a basic RMS can be effective to reduce
inauthentic files circulating on the network. In order to
enhance its performance, though, the collaboration
factor, in the form of verifying policy, is crucial: a 33%
more in verification results in about thirty times less
inauthentic files on the network. While a qualitative
analysis of this factor is straightforward for the
presented model, we added a quantitative result, trying
to weight the exogenous factor (the verification rate)
by comparing it to the endogenous one (the negative
payoff). We showed that a 33% increase in verification
percentage leads to similar results obtained by
increasing the negative payoff of 66%. Again, the
collaboration factor proves to be crucial for the RMS to
work efficiently.</p>
      <p>While the provided results are encouraging, the
model is not yet realistic under certain aspects. The
weakest part is not the simplicity of the RMS
algorithm or of the representation of the P2P network,
rather the deterministic (reactive) behavior of the
agents: the agents involved are too naive to represent
real users. In particular, potentially malicious users try
to exploit the weaker points of the system, by changing
their behavior according to what they observe, like
satisfaction of their own goals. It’s very unlikely that
users, when realizing not to download at the same rate
as before, would go on sending out inauthentic files in
the same way as before. Real users are flexible, and
adapt themselves to different situations. If they see that
many inauthentic files are moving on the network since
informal norms regulating the P2P are not respected, it
is likely that they would also start producing them, in
order to gain credits, by an imitative behavior. While
the use of reactive agents keeps the results more
readable and easy comparable, in future works we’ll
implement cognitive ones, in order to explore their
behavior under a RMS; they feature a policy which is
dynamically created through trial and error, and
progressive reinforcement learning. Two are the
dimensions of learning that should be considered: one
regarding the long term satisfaction of goals (related to
the action of sending out an inauthentic file or not) and
the other about the convenience in verifying a file (thus
potentially losing a turn) related to the risk of being
punished as an unwilling accomplice in spreading
inauthentic files.</p>
      <p>Besides, the threshold study now carried on at an
aggregate level will be made also from the point of
view of the individual agent: when does it become too
costly to "cheat" for an agent so that it ceases to be
beneficial? Such study will be made at a higher scale,
referring to the number of agents and resources.</p>
      <p>Also, if control through user collaboration has been
studied, rewarding control should be considered as an
individual incentive to control (with possible biases
from malicious agent) and thus relate more to the
collaboration objective of the study. This will also be
studied in future works.</p>
    </sec>
    <sec id="sec-10">
      <title>8. Acknowledgements</title>
      <p>This work has been partially funded by the project
ICT4LAW, financed by Regione Piemonte.</p>
    </sec>
    <sec id="sec-11">
      <title>9. References</title>
    </sec>
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