Abstract
Electric power grids are evolving into complex cyber-physical power systems (CPPSs) that integrate advanced information and communication technologies (ICTs) but face increasing cyberspace threats and attacks. This study considers CPPS cyberspace security under distributed denial of service (DDoS) attacks and proposes a nonzero-sum game-theoretical model with incomplete information for appropriate allocation of defense resources based on the availability of limited resources. Task time delay is applied to quantify the expected utility as CPPSs have high time requirements and incur massive damage DDoS attacks. Different resource allocation strategies are adopted by attackers and defenders under the three cases of attack-free, failed attack, and successful attack, which lead to a corresponding consumption of resources. A multidimensional node value analysis is designed to introduce physical and cybersecurity indices. Simulation experiments and numerical results demonstrate the effectiveness of the proposed model for the appropriate allocation of defense resources in CPPSs under limited resource availability.
THE modern power grid is evolving toward complex cyber-physical power systems (CPPSs) consisting of the production, transmission, and distribution of power energy, which is expected to achieve operational reliability, flexibility, and economy [
It is agreed that cyberspace attacks such as distributed denial of service (DDoS) [
To address these technical challenges, considerable research efforts have been made to exploit CPPS vulnerabilities from different aspects, including impact quantification of cyberattacks on the power grid [
Therefore, the motivation of this study is to analyze the node value from multidimensional factors based on the cyber-physical coupling characteristics of CPPSs while fully considering the interactions between the attacker and defender based on a game-theory framework.
Accordingly, this study proposes a game-theoretical model for dynamic defense resource allocation in CPPSs under DDoS attacks. The operations of CPPSs are time sensitive, and thus a physical system node such as a programmable logic controller (PLC) or an interchanger is considered depleted when its task time delay exceeds a certain threshold, which can be quantified as the impact of an attack. A nonzero-sum game model with incomplete information is established to calculate the expected utility of each player under rationality from the two perspectives of resource consumption and value of the physical system node. Different strategies are adopted by the players (i.e., attacker and defender) under various conditions of attack-free, failed attack, and successful attack, resulting in corresponding resource consumption. In the attack-free case, the system node operates in a normal state, and the defender consumes only maintenance resources while the attacker consumes no resources. In a failed attack, the system node continues to operate normally despite the resources used by the attacker, whereas the defender consumes additional resources for defense. In the case of a successful attack, the system node cannot operate normally, whereas the attacker and defender both consume resources based on their respective strategies.
The value of a node is calculated by integrating the physical and cybersecurity indices derived from multiple dimensions. The significance of the node itself and the influence of superiors and subordinates are among the node weights. The attack complexity is mainly influenced by the attack strategy (i.e., path complexity, concealment, and attack potential), which is described in the common vulnerability scoring system (CVSS) [
Simulation experiments are conducted to evaluate the proposed game-theoretical model for dynamic defense resource allocation, and numerical results confirm its effectiveness in identifying appropriate strategies. The main technical contributions of this study are as follows.
1) This study develops a game-theoretical model to support the decision-making of defense resource allocation in CPPSs under DDoS attacks, and the time delay reflected by the node state is applied to quantify the efficiency of the strategy.
2) The proposed solution fully considers defense resource consumption as a metric under three conditions (attack-free, failed attack, and successful attack) and multidimensional factors (node weight, attack complexity, security property, and defensive intensity).
3) The appropriate resource allocation is obtained dynamically by achieving the attacker-defender Nash equilibrium under limited defense resources.
The remainder of this paper is organized as follows. Section II presents related work in terms of CPS security. A detailed description of the proposed game-theoretical model is provided in Section III. The simulation experiments and the numerical results are presented in Section IV. Finally, concluding remarks are presented in Section V.
In previous studies, considerable efforts have been made toward CPSs that integrate mutually interacting physical and cyber systems [
In [
Game theory offers a quantifiable and understandable foundation for implementing active defensive strategies under uncertainty in several fields such as optimal energy demand analysis and Internet of Things networks [
Although extensive research efforts have been made in defense strategies for communication systems (i.e., in the insurance of cyberspace security), researchers generally agree that security of industrial power systems cannot be assured because of the operational couplings of CPSs. In addition, most existing studies have mainly focused on analyzing attacker behavior or defender strategies without fully considering their sophisticated interactions. The resource using of attackers and defenders as well as information gained from counterparties that significantly affects attack and defensive performances require further research.
In this study, a three-layer CPPS structure and node characteristics are adopted, as suggested in [

Fig. 1 Overall architecture of proposed game-theoretical model against DDoS attacks in terms of CPPSs.
Unlike traditional information and communication networks, complex CPPSs generally contain extensive physical devices with limited computing capacity, low memory, and insufficient storage capacity. Decisions related to specific tasks such as perception, measurement, and execution are generally made in the human layer and delivered through the cyber layer. The strict requirements for time delay and the presence of relay protection in the power system allow attackers to interrupt or otherwise affect information transmission through attacks such as DDoS, which may lead to contingencies in CPPS operations. Impact of DDoS attacks generally falls into the two categories of excessive delay and resource depletion [
The attack process can be considered a multistage process [
The decision-making layer may isolate or directly cut off the faulty part due to relay protection when a signal is received from a node under attack. Researchers have investigated many efficient detection methods against DDoS attacks [
Considering the uncertainty in attacker behavior and the complexity of CPPSs, a game-theoretical model based on incomplete information is established. A dynamic game for defense strategy (DGDS) contains five elements of players, strategy profiles, tasks, expected utilities, and belief indices, which are denoted as , , , , and , respectively.
(1) |
Player is the attacker and player is the defender (i.e., control center). The finite sets and are used to encompass the selected strategies of the players, which can be mapped to resource consumption. is the set of tasks . The reward is adjusted, and the expected cumulative utility is established for each task . For example, refers to the strategy of the attacker in node 3 at task based on the available information , which means that the attacker denotes the corresponding resource consumption . and are the available information of attacker and defender, respectively. The specific strategies of attackers may include changing the DDoS attack methods (e.g., SYN flooding and ICMP attacks), increasing the attack intensity and attack surface [
Players acquire greater knowledge as the game proceeds by assessing each other’s strategies and rewards from previous tasks. Belief indices are formed to quantify the probability of other player’s strategies. An initial distribution with a random variable is created as the other player’s strategy at the beginning of the task and is updated at each task.
The resource consumption is normally assumed to be proportional to the strategies . However, better results can be achieved with more appropriate strategies when sufficient prior knowledge is obtained.
Because the CPPS is time-sensitive, a node is considered depleted when its task time delay exceeds a certain threshold. The attacker (i.e., the malicious device that attempts to disrupt the normal operational node) compromises as many nodes as possible at a favorable cost. By contrast, the defender (i.e., the control center) expects the system to operate normally to reduce system losses. A system is considered to have an exponential distribution of the service duration , and the duration of a task depends on the service efficiency and resource consumption budget [
Two types of operational modes are used in a network node: normal and risk. A node is considered to operate normally when its task time delay is below the time threshold . The probability of the normal mode is calculated as:
(2) |
A node is considered attacked when its task time delay exceeds the time threshold . The probability of the risk mode is calculated as:
(3) |
Two states of attacks can occur under the normal mode: failed attack and attack-free. The probabilities of failed attack and attack-free are calculated as:
(4) |
(5) |
where is the balancing factor used to express these two states of attacks, which is similar to that used in [
In the case of a high task time delay, the node changes its defensive strategy and resource consumption budget , and the corresponding task duration changes accordingly. The resource consumption budgets corresponding to the normal and risk modes are as follows:
(6) |
where is the resource consumption budget for a node at task ; is the resource consumption budget for a node; is the period of the attacker acting; and is the period of the defender acting.
The attack resource consumption budget is for the period of the attack-free case. In addition, and denote the attack resources when a trial attack is sent but fails and when the attack succeeds, respectively. The total consumed resource is calculated as:
(7) |
where is the period of attack-free; and is the period when a trial attack is sent but fails.
Traditional defensive strategies require historical data to establish blocklists [
Players establish the belief at task , which can be retrieved from the supplied knowledge at task . Insufficient previous knowledge exists for obtaining a belief index in the initial task , and therefore the belief distribution is based on historical experiences or a stochastic strategy. The Bayesian rule is used to update the belief in each task.
The belief index update can be regarded as a Markov renewal process in which the belief at task is dictated by the information at task :
(8) |
(9) |
(10) |
where is the probability of the failed attack at task of node ; is the probability of the risk mode at task of node ; and the constants and represent the capabilities of the attacker and the defender, respectively. Higher and indicate that the players are more skilled and can be considered to have acquired more prior knowledge and offered a more efficient strategy [
The attacker wants to compromise as many nodes as possible with positive utilities, whereas the defender wants the system to operate normally, at least within a certain threshold, to reduce system losses under limited resources. For the attacker, the revenue is the aggregate of the values of node that do not work properly:
(11) |
where is the value of node , and its specific calculation is examined in Section III-E.
For the defender, the revenue is the aggregate of the values of node working normally:
(12) |
where is the probability of the normal mode at task of node . For each node , the expected utilities of the defender and attacker and are the revenue minus resource consumption, which can be expressed as:
(13) |
(14) |
The bimatrix game is thought to encompass nonzero-sum game circumstances in which the conclusion of a decision process does not always indicate the amount one player earns and the other loses [
For any , a fixed strategy exists such that is the maximum value, and for any , a fixed strategy exists such that is the maximum value:
(15) |
(16) |
where is the total set of possible attack strategies; and is the total set of possible defensive strategies.
Here, the pair is classified as an equilibrium outcome of the bimatrix game in mixed strategies adopted when the pure strategy Nash equilibrium does not exist; that is, a probability is assigned to each pure strategy, as suggested in [
Considering the specific effects of DDoS attacks, we propose a multidimensional evaluation based on our previous study [
Perspective | Description | Example |
---|---|---|
Node weight | Value of node itself | Physical value |
Cyber value | ||
Effects of superiors and subordinates | ||
Attack complexity | Series level | |
Path complexity | ||
Concealment | ||
Attack potential | ||
Security property | Confidentiality | |
Integrity | ||
Reliability | ||
Defensive intensity | Software defense | Firewall |
Block lists | ||
Hardware defense | Quick break protection | |
Differential protection |
Here, the node weight is calculated by considering the value of the node (physical and cyber values) quantified by the criticality level (CL) [
Vulnerability | Equipment | Description |
---|---|---|
CVE-2021-0259 | Interchanger | Due to a vulnerability in DDoS protection, instability may occur in the underlay network as a consequence of exceeding the default DDoS-protection aggregate threshold |
CVE-2019-19922 | PC | In the Linux kernel, a DoS against non-CPU-bound applications is caused when a CPU is used |
CVE-2013-5211 | PC, PLC, DSC | The monlist feature in a network time protocol (NTP) allows remote attackers to generate a DoS (traffic amplification) |
CVE-2007-0086 | PC, PLC, DSC | A DoS (network bandwidth consumption) is caused by remote attackers when accessed through a transmission control protocol (TCP) connection |
We consider a nonzero-sum game to explore the solution of the Nash equilibrium during resource consumption. In most cases, incomplete information places the sum of utilities in non-equilibrium. The corresponding choices of strategy pairs are listed in
Mode | Attack intensity | Defend intensity |
---|---|---|
Successful attack | Constant | Up or down to 0 |
Failed attack | Up or down to 0 | Down to normal level or constant |
Attack-free | Up or constant | Constant |
In addition, the attacker abandons the node when the expected utility becomes negative.
The knowledge that attackers and defenders have of each other is limited to . Therefore, they can only use their own and others’ current and historical information when calculating their strategies in . Thus, the Q-learning algorithm has the reward values of
(17) |
(18) |
where and are the final reward values of the attacker and the defender, respectively; and denotes the players’ predicted probability of obtaining revenue through the historical belief index.
and are not equal to and , respectively, and therefore some errors will occur due to the incomplete information model. This results in the inability of both parties to make optimal judgments.
Algorithm 1 : computational approach based on Q-learning algorithm to achieve Nash equilibrium |
---|
Input: parameters in DGDS, task , node N |
Output: |
1. Initialization: |
2. Initialization: |
3. for each node do |
4. for each do |
5. while do |
6. if then |
7. Update |
8. end if |
9. Update Q-function using (17) and (18) |
10. Select strategy pairs using -greedy algorithm |
11. Update |
12. |
13. end while |
14. Select initial strategy pair using mixed strategy |
15. Update |
16. end for |
17. end for |
In this study, experiments are conducted on a testbed at Zhejiang University, China. A CPPS with topological connections and different devices is implemented as illustrated in

Fig. 2 CPPS structure in simulations.
Nodes 1-3 are PCs (Core i7, 8086K) equipped with Linux systems. Node 4 is an industrial switch that uses the Modbus/TCP protocol. Node 5 is a PLC manufactured by SIEMENS. Node 6 is a distributed control system (DCS) manufactured by SIEMENS. Node 7 is a remote terminal unit (RTU) manufactured by Schneider Electric. Finally, Nodes 7 and 8 are connected to traditional electrical devices.
Node 4 mainly transmits data; therefore, the CL of the cyber value is high, but it does not have a high value itself, and the CL of the physical value is low. As a key node, it is connected to many other nodes, and the effects of the upper and lower levels are very high. This node is in the second stage (communication layer); therefore, its series level is low. The attack difficulty is obtained as low by mapping AV:N/AC:L/PR:N/UI:N/S:U in vulnerability CVE-2019-16920. The security property is obtained by mapping C:H/I:H/A:H to be very high. The defensive intensity is medium. Additional details of the CVSS can be found in [
Similar to SCADA, the human layer is connected to the cyber layer via Ethernet. A local area network connects the computing and communication devices in the cyber layer internally and intelligent devices in the physical layer. In the physical layer, PLCs and controllers (e.g., circuit breakers) are expected to operate in real time, and communication can guarantee their time-sensitive performance [
The attacker’s goal is a successful attack, which is evaluated based on [
First, each task that is issued to a target node in a sampling interval is assumed to consume the same time and resources. However, task consumption may differ with different nodes because of the corresponding devices connected to the node. Thus, only a single attacker is considered in this study; that is, no cooperative attack occurs. In addition, a prior belief distribution based on past experiences with another player is assumed.
For nodes with different values, the strategies of the attacker and the defender change. Three typical nodes a, b, and c are selected as samples, as shown in

Fig. 3 Sets of optimal strategy pairs under different initial strategy pairs for typical nodes. (a) Node a. (b) Node b. (c) Node c.
The results of nodes a, b, and c show that the higher the value of a node, the longer the game process continues. Finally, the optimal strategy pairs are found.
When the defender chooses a very low degree as the initial strategy (when only basic defensive measures based on local protection devices are available), for example, , the following are possible:
1) For a low-value node, regardless of the initial strategy the attacker chooses, the attack strategy will fall back into the low-degree strategy after certain duration of the game process.
2) For a medium-value node, the initial strategy adopted by the attacker (i.e., heuristic attack) is important. When the attacker gradually increases the attack degree from zero, the defender quickly gives up. However, the attacker fails to obtain sufficient prior knowledge, and therefore the result is not as good as that under the situation starting from the medium degree.
3) For a high-value node, the attacker has obtained sufficient prior knowledge in the long game process, and the update of the belief index determines the initial defense degree. Therefore, the higher the initial defense degree, the higher the attack degree.
When the defender chooses a high degree as the initial strategy (e.g., ), regardless of the value of the node, the attacker will directly abandon the node. By contrast, when the attacker initially adopts a medium degree to conduct a heuristic attack (e.g., ), the following are possible:
1) For a low-value node, the defender can choose a strategy above a medium degree to protect the node and force the attacker to give up.
2) For a medium-value node, the defender must select a high degree as the initial strategy to successfully defend against the attacker. Otherwise, the defender will give up after certain duration of the game process because of resource consumption.
3) For a high-value node, the defender spends significantly more time collecting the attacker’s information. However, the defender will eventually give up because of resource consumption and aggressive attack strategy unless a high-degree defense strategy is initially chosen.
For a high-value node c, strategy pairs exist with 64 initial degrees and the corresponding expected utilities for the Nash equilibrium solution. If no pure strategy pairs exist from the 64 expected utilities (i.e., the attacker takes the best utility and the defender does not), then a mixed strategy is adopted. The probabilities of the attacker and defender for the initial degree strategy are listed in
Initial degree | Probability | |
---|---|---|
Attack strategy | Defense strategy | |
0 | ||
1 | ||
2 | ||
3 | ||
4 | ||
5 | ||
6 | ||
7 |

Fig. 4 Results of expected utilities and changes in expected utilities.
As

Fig. 5 Comparison of expected utilities of defenders and attackers in complete and incomplete information scenarios. (a) Expected utilities of defenders. (b) Expected utilities of attackers.
For an attacker, a heuristic attack consumes resources without any benefit. Note that the attacker’s benefit is not affected by the defender’s benefit loss in a nonzero-sum game.
The belief indices vary depending on the attacker’s and defender’s capabilities (e.g., trained players, hackers, and masters). For the high-value node c, the strategy pairs and expected utilities for players with different capabilities are examined. The initial strategy pairs are chosen randomly as , which is unrelated to the results.

Fig. 6 Strategy pairs and expected utilities when attacker is stronger than defender.

Fig. 7 Strategy pairs and expected utilities when attacker is weaker than defender.
It can be observed that when the attacker is stronger than the defender, even if the initial strategy is inferior, the attack is likely to succeed. When the defender is stronger than the attacker, the attacker has difficulties breaking through the defense unless the defender gives up. In

Fig. 8 Strategy pairs and expected utilities when no belief index exists.
Our study shows that the proposed solution can provide an appropriate allocation of defensive resources under limited resources. The initial strategy significantly affects the choice of strategy for both the attacker and the defender. For complete information scenario, the attacker has difficulties obtaining the utility. Experienced defenders can reduce system losses effectively.
This study exploited a game-theoretical model for a dynamic defense strategy under DDoS attacks with respect to CPPSs and developed a nonzero-sum game model with incomplete information. The effectiveness of the proposed solution was extensively evaluated through simulation experiments, and the numerical results confirmed its effectiveness in dynamically allocating defense resources. In the future study, machine-learning models can be incorporated into the design of game-theoretical defense strategies. The exploitation of a complex scenario with multiple game participants (i.e., a cooperative attack or cooperative defense) is worthy of further research.
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