Detecting malicious nodes using game theory and reinforcement learning in software-defined networks
Javadpour, Amir; Ja'fari, Forough; Taleb, Tarik; Benzaid, Chafika (2025-04-19)
Javadpour, Amir
Ja'fari, Forough
Taleb, Tarik
Benzaid, Chafika
Springer
19.04.2025
Javadpour, A., Ja’fari, F., Taleb, T. et al. Detecting malicious nodes using game theory and reinforcement learning in software-defined networks. Int. J. Inf. Secur. 24, 117 (2025). https://doi.org/10.1007/s10207-025-01026-y.
https://creativecommons.org/licenses/by/4.0/
© The Author(s) 2025. This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article’s Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article’s Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/.
https://creativecommons.org/licenses/by/4.0/
© The Author(s) 2025. This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article’s Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article’s Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/.
https://creativecommons.org/licenses/by/4.0/
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:oulu-202504282956
https://urn.fi/URN:NBN:fi:oulu-202504282956
Tiivistelmä
Abstract
Mafia, or Werewolf, is a strategic game where two teams compete to eliminate each other’s players through deception and hidden roles. The game dynamics and role interactions share notable similarities with adversarial behaviors in network security, making it a valuable framework for modeling cyber threats, particularly botnet detection. In this paper, we introduce a novel game-theoretic approach to botnet detection, leveraging the strategic deception dynamics of the Mafia game to model adversarial behavior in cybersecurity. We present a mathematical model for Mafia games, formulating winning strategies for different roles using linear relations and reinforcement learning techniques. Furthermore, we establish a direct mapping between Mafia game roles and network security components, illustrating how botnet attack patterns align with hidden-role game mechanics. Our proposed detection strategies are applied to real-world network attack scenarios, demonstrating their effectiveness in mitigating botnet threats. We evaluate the model using applicable security metrics and compare the results with existing detection methodologies to validate the approach. Our findings indicate that the suggested strategies improve detection accuracy by 12% over conventional methods. Additionally, we conduct network emulations using Mininet, simulating Mirai botnet infections. The results show that the true positive and true negative detection rates for a network modeled by the Mafia game framework reach 71% and 91%, respectively. These insights provide a foundation for integrating deception-based modeling into modern intrusion detection systems, enhancing network resilience against adaptive cyber threats.
Mafia, or Werewolf, is a strategic game where two teams compete to eliminate each other’s players through deception and hidden roles. The game dynamics and role interactions share notable similarities with adversarial behaviors in network security, making it a valuable framework for modeling cyber threats, particularly botnet detection. In this paper, we introduce a novel game-theoretic approach to botnet detection, leveraging the strategic deception dynamics of the Mafia game to model adversarial behavior in cybersecurity. We present a mathematical model for Mafia games, formulating winning strategies for different roles using linear relations and reinforcement learning techniques. Furthermore, we establish a direct mapping between Mafia game roles and network security components, illustrating how botnet attack patterns align with hidden-role game mechanics. Our proposed detection strategies are applied to real-world network attack scenarios, demonstrating their effectiveness in mitigating botnet threats. We evaluate the model using applicable security metrics and compare the results with existing detection methodologies to validate the approach. Our findings indicate that the suggested strategies improve detection accuracy by 12% over conventional methods. Additionally, we conduct network emulations using Mininet, simulating Mirai botnet infections. The results show that the true positive and true negative detection rates for a network modeled by the Mafia game framework reach 71% and 91%, respectively. These insights provide a foundation for integrating deception-based modeling into modern intrusion detection systems, enhancing network resilience against adaptive cyber threats.
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