TY - JOUR
T1 - Multi-Party Privacy Conflict Management in Online Social Networks
T2 - A Network Game Perspective
AU - DIng, Kemi
AU - Zhang, Junshan
N1 - Funding Information:
Manuscript received June 20, 2019; revised March 11, 2020; accepted August 6, 2020; approved by IEEE/ACM TRANSACTIONS ON NETWORKING Editor S. Shakkottai. Date of publication August 25, 2020; date of current version December 16, 2020. This work was supported in part by the NSF under Grant SaTC-1618768 and Grant CPS-1739344. (Corresponding author: Kemi Ding.) Kemi Ding was with the School of Electrical, Computer, and Energy Engineering, Arizona State University, Tempe, AZ 85287 USA. She is now with the School of Electrical and Electronic Engineering, Nanyang Technological University, Singapore 639798 (e-mail: kemi.ding@ntu.edu.sg).
Publisher Copyright:
© 1993-2012 IEEE.
PY - 2020/12
Y1 - 2020/12
N2 - In this work, we consider the multi-party privacy conflict (MPC) in an online social network (OSN). As many data items uploaded to the OSN are 'co-owned' by multiple users with different privacy concerns, some personal information of OSN users may be disclosed by others unintentionally. On the contrary with existing mainstream OSN platforms allowing only the very user uploading the data to set the privacy level, in this article we take a fine-grained approach to resolve MPC, in which all co-owners independently determine whether to share their personal content within the data on OSN. Interacted with its peers, the opinion of a co-owner, however, might be influenced by and consequently influence the decision of its peers. To this end, each co-owner, as an individual decision maker, strikes a tradeoff between its internal privacy preference and the external social influence from its neighbors in a OSN. Specifically, we formulate the interaction among co-owners as a multi-player non-cooperative game with a network structure representing their social relations. For the proposed network game, we establish the existence of multiple (pure-strategy) equilibria, and characterize them accordingly. The convergence of interaction is also investigated when synchronous and asynchronous best-response updates are used, respectively. We note that when the action set for the players is discrete, the game exhibits non-linear dynamics, making it challenging to analyze the convergence behavior. We prove that synchronous update may lead to either an equilibrium or a strategy cycle, and the asynchronous update always leads to an equilibrium. Building upon this analysis, we advocate a practical implementation of the proposed MPC management, which balances the automation of the management and intervention of users. Moreover, we take one step further to develop approaches aiming to reach a 'stronger agreement' among the players for the sake of benefits of uploader and OSN provider. Numerical examples are also provided to corroborate the analytical results.
AB - In this work, we consider the multi-party privacy conflict (MPC) in an online social network (OSN). As many data items uploaded to the OSN are 'co-owned' by multiple users with different privacy concerns, some personal information of OSN users may be disclosed by others unintentionally. On the contrary with existing mainstream OSN platforms allowing only the very user uploading the data to set the privacy level, in this article we take a fine-grained approach to resolve MPC, in which all co-owners independently determine whether to share their personal content within the data on OSN. Interacted with its peers, the opinion of a co-owner, however, might be influenced by and consequently influence the decision of its peers. To this end, each co-owner, as an individual decision maker, strikes a tradeoff between its internal privacy preference and the external social influence from its neighbors in a OSN. Specifically, we formulate the interaction among co-owners as a multi-player non-cooperative game with a network structure representing their social relations. For the proposed network game, we establish the existence of multiple (pure-strategy) equilibria, and characterize them accordingly. The convergence of interaction is also investigated when synchronous and asynchronous best-response updates are used, respectively. We note that when the action set for the players is discrete, the game exhibits non-linear dynamics, making it challenging to analyze the convergence behavior. We prove that synchronous update may lead to either an equilibrium or a strategy cycle, and the asynchronous update always leads to an equilibrium. Building upon this analysis, we advocate a practical implementation of the proposed MPC management, which balances the automation of the management and intervention of users. Moreover, we take one step further to develop approaches aiming to reach a 'stronger agreement' among the players for the sake of benefits of uploader and OSN provider. Numerical examples are also provided to corroborate the analytical results.
KW - Multi-party privacy conflict
KW - convergence analysis
KW - networked game
KW - online social network
UR - http://www.scopus.com/inward/record.url?scp=85090446206&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85090446206&partnerID=8YFLogxK
U2 - 10.1109/TNET.2020.3016315
DO - 10.1109/TNET.2020.3016315
M3 - Article
AN - SCOPUS:85090446206
SN - 1063-6692
VL - 28
SP - 2685
EP - 2698
JO - IEEE/ACM Transactions on Networking
JF - IEEE/ACM Transactions on Networking
IS - 6
M1 - 9177345
ER -