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Yukun Cheng

Publications and source records attributed to Yukun Cheng.

20 records · Page 2Linked to original sources

An Efficient Permissioned Blockchain with Provable Reputation Mechanism

The design of permissioned blockchains places an access control requirement for members to read, access, and write information over the blockchains. In this paper, we study a hierarchical scenario to include three types of participants: providers, collectors, and governors. To be specific, providers forward transactions, collected from terminals, to collectors; collectors upload received transactions to governors after verifying and labeling them; and governors validate a part of received labeled transactions, pack valid ones into a block, and append a new block on the ledger. Collectors in the hierarchical model play a crucial role in the design: they have connections with both providers and governors, and are responsible for collecting, verifying, and uploading transactions. However, collectors are rational and some of them may behave maliciously (not necessarily for their own benefits). In this paper, we introduce a reputation protocol as a measure of the reliability of collectors in the permissioned blockchain environment. Its objective is to encourage collectors to behave truthfully and, in addition, to reduce the verification cost. The verification cost on provider $p$ is defined as the total number of invalid transactions provided by $p$ and checked by governors. Through theoretical analysis, our protocol with the reputation mechanism has a significant improvement in efficiency. Specifically, the verification loss that governors suffer is proved to be asymptotically $O(\sqrt{T_{total}})$ ($T_{total}$, representing the number of transactions verified by governors and provided by $p$), as long as there exists at least one collector who behaves well. At last, two typical cases where our model can be well applied are also demonstrated.

cs.CR↗

A Survey on Approximation Mechanism Design without Money for Facility Games

In a facility game one or more facilities are placed in a metric space to serve a set of selfish agents whose addresses are their private information. In a classical facility game, each agent wants to be as close to a facility as possible, and the cost of an agent can be defined as the distance between her location and the closest facility. In an obnoxious facility game, each agent wants to be far away from all facilities, and her utility is the distance from her location to the facility set. The objective of each agent is to minimize her cost or maximize her utility. An agent may lie if, by doing so, more benefit can be obtained. We are interested in social choice mechanisms that do not utilize payments. The game designer aims at a mechanism that is strategy-proof, in the sense that any agent cannot benefit by misreporting her address, or, even better, group strategy-proof, in the sense that any coalition of agents cannot all benefit by lying. Meanwhile, it is desirable to have the mechanism to be approximately optimal with respect to a chosen objective function. Several models for such approximation mechanism design without money for facility games have been proposed. In this paper we briefly review these models and related results for both deterministic and randomized mechanisms, and meanwhile we present a general framework for approximation mechanism design without money for facility games.

cs.GT↗