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IEEE Transactions on Knowledge and Data Engineering
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ACM SIGKDD Explorations Newsletter
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STOC '04 Proceedings of the thirty-sixth annual ACM symposium on Theory of computing
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NCA '04 Proceedings of the Network Computing and Applications, Third IEEE International Symposium
Incentive-based modeling and inference of attacker intent, objectives, and strategies
ACM Transactions on Information and System Security (TISSEC)
Proceedings of the twenty-fifth annual ACM symposium on Principles of distributed computing
Anonymous Usage of Location-Based Services Through Spatial and Temporal Cloaking
Proceedings of the 1st international conference on Mobile systems, applications and services
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GameNets '06 Proceeding from the 2006 workshop on Game theory for communications and networks
Modelling misbehaviour in ad hoc networks: a game theoretic approach for intrusion detection
International Journal of Security and Networks
Game theoretic models for detecting network intrusions
Computer Communications
Location privacy protection through obfuscation-based techniques
Proceedings of the 21st annual IFIP WG 11.3 working conference on Data and applications security
Landscape-aware location-privacy protection in location-based services
Journal of Systems Architecture: the EUROMICRO Journal
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A prototypical case of data anonymization is location anonymization: here the most common data anonymization technique - k -anonymity - corresponds to cloaking and consists in providing to the potential attacker a large granularity view of the user location. However the anonymizer should take into account that if the landscape is not neutral - so that some user locations are more likely than others - then the attacker could perform some inferences over the data received and lower substantially the anonymity level with respect to the nominal one, associated to a specific cloak. Data anonymization can be considered a two players' game: given a user position, there are in general several cloaks of a given size that the anonymizer can provide to the potential attacker, furthermore upon receiving a cloak the latter can choose among different points where to deliver an attack; the outcome of the game for each participant depends not only on his own strategy, but also on the strategy of the other player. A specific pair of strategies will be considered a solution to the game if none of the players (who are considered fully rational) could gain benefit by leaving that behavior unilaterally. This solution can be used as a reference solution, to determine the size of the cloak suitable to fulfill specific anonymity constraints, or to determine the relative effectiveness of other obfuscation solutions. This paper extends the results introduced in a previous work and analyzes a new communication scenario.