the smarth2o project - foundation for research & technology€¦ · smart meters and end use...
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The SmartH2O projectsocial awareness and dynamic pricing for promoting efficient residential water use
Enabling Privacy in a Gaming Framework for Smart Electricity and Water GridsCristina Rottondi1 and Giacomo Verticale2
1) Dalle Molle Institute for Artificial Intelligence, Switzerland
2) Dept. of Electronics, Information and Bioengineering, Politecnico di Milano, Italy
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AN EXAMPLE: LONDON
UK_WATER SUPPLY UTILITY
15 million customers
2.6 Gl/day drinking water
3 billion $ revenue (2013-14)
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HOW TO FILL THE GAP?
UK_WATER SUPPLY UTILITY
15 million customers
2.6 Gl/day drinking water
3 billion $ revenue (2013-14)
2010 2040
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HOW TO FILL THE GAP?
UK_WATER SUPPLY UTILITY
15 million customers
2.6 Gl/day drinking water
3 billion $ revenue (2013-14)
CAPACITY
EXPANSION
2010 2040
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HOW TO FILL THE GAP?
UK_WATER SUPPLY UTILITY
15 million customers
2.6 Gl/day drinking water
3 billion $ revenue (2013-14)
DEMAND MANAGEMENT
CAPACITY
EXPANSION
2010 2040
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THE PROJECT
high resolution water
consumption data
interaction with customers
for socio-psychographic
data gathering
management strategies:
dynamic pricing
rewards
INNOVATIVE WATER
DEMAND MANAGEMENT
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Game App
Gamified billWater users
communitySmart meters
Dynamic prices
Response
to WDM
strategies
Water consumption
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smart meters
and end use
analysis
gamified bill
online and
board game
behavioral modeling
water
consumption
drivers
identification
water
consumption
level forecast
at the
customer scale
administrator
dashboard
dynamic water pricing
tailored feedbacks
prescriptive norms
gamified bill
Response to
WDMS
THE PLATFORM
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Hi, I’m
serious!
“Games that do not have
entertainment, enjoyment or
fun as their primary purpose”
(Michael & Chen, 2005).
SERIOUS GAMES
For Training
For Education
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For entertainment
Games based on pervasive
technology.
PERVASIVE GAMES
Yan Xu et. al.: Designing pervasive
health games for sustainability,
adaptability and sociability
For health purposes
I’m
pervasive!
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Also some serious games try to
change your opinion about
somethingWe’re
persuasive!
Persuasive games (try to)
change your
opinion/behaviour on some
topic.
PERSUASIVE GAMES
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Pervasive Serious
Persuasive
HERE WE ARE!
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Water wars Atoll Game The Basin
Challenge /
Catchment detox
FloodSim Acqua Republica
Technology Non specified VisualWorks©,
CORMAS©platform
Flash Flash Unity
Role of the player Stakeholders Family providers – 1
water agency player
Policymakers (god) Flood policy strategist Mayor (god)
Feedback Message boards Non specified Messages in game and
leaderboard
Messages in game Messages in game
Mechanics Turn based rpg Rpg computer assisted Turn based Rpg Turn based rpg Turn based Rpg
WM Issues - Policies
- Variable water
conditions
- Variable water
conditions
(hydrogeological model)
- Scarcity
- Management (Policies)
- Policies
- Variable water
conditions
- Scarcity of water
- Floods (concepts and
policies)
- variable water
conditions
- policies
Players Multiplayer, chat
communication
Up to 16 presential
players (8 for board)
1-2 players 1 1
Primary focus Facilitating discourse
among inhabitants of a
real world watershed
Land and water
allocation conflicting
rules
Manage a river
catchment so that after
50/100 years you have a
healthy economy and
environment.
Raising awareness of
issues surrounding
flooding policy
and citizen
engagement in the UK
to play and learn—by
personal experience,
about the conflicts and
trade-offs that exist in a
river basin.
Target Audience New mexico residents Tarawa atoll 16
representa. (people and
policymakers)
Teenage students
(anyone can play)
Everyone (UK residents) Everyone ()
Platform web and mobile PC supported board
game
Web Web Web (portable)
Extracting data Semi structured
interview
semi-automatic
software
Not provided Not provided Numerical computational
models (MIKE BASIN
from DHI)
WATER CONSUMPTION RELATED GAMES
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• The players are grouped into teams
• Team members cooperate to beat a consumption
threshold declared by the utility
• All the teams that beat the threshold win the game
THE GAME IN A NUTSHELL
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PLAYER
TEAM 2
5. CONSUMPTION
AGGREGATION
GAME
PLATFORM
UTILITY
SUBSCRIBERS
PLAYER
TEAM 1
6. CONSUMPTION CHECK
4. GAME GOALS
7. GAME OUTCOME
5. CONSUMPTION
AGGREGATION
1. GAME SELECTION
THE GAMING FRAMEWORK
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If we’re going to use social data,
how to treat massive data to
guarantee users’ privacy?
OPEN ISSUES
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1. The game platform sees no water consumption
measurements (“oblivious”)
2. The utility sees only the aggregate team
consumption
3. No player sees the measurement of the other
players
PRIVACY GOALS IN THE GAME
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• The players use Shamir Secret Sharing Scheme to
conceal their measurements
• Thanks to Shamir’s homomorphic properties, the
players collaboratively aggregate their
measurements and send the sum to the utility
• The utility uses Pedersen Commitments to verify the
correctness of the sum
• The game platform declares the winners
BASIC IDEAS
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CONSUMPTION AGGREGATION WITH SHAMIR
SECRET SHARING SCHEME
A
B
12
3
12
3
12
3
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CONSUMPTION AGGREGATION WITH SHAMIR
SECRET SHARING SCHEME
A
B
C
1
2
3
1 1
2
2
33
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CONSUMPTION AGGREGATION WITH SHAMIR
SECRET SHARING SCHEME
A
B
C
1 11+ + = 1
11
2
23
3 2 22+ + = 2
3 33+ + = 3
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CONSUMPTION AGGREGATION WITH SHAMIR
SECRET SHARING SCHEME
A
B
C
12
3
12
31
23
12
3
12
3
12
3
12
3+ + =
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Message size
Computational load
NUMERICAL ASSESSMENT
# of modular exponentiations
depends linearly on # of players
# of modular multiplications
depends logarythmically on team
sizes
Example of game platform
throughput: 1000 users grouped
in 50 teams of 20 members each
lead to data volumes in the order
of a few tens of Gbits
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• We propose a privacy-enhanced game platform aimed at encouraging players to reduce water consumption.
• The game implements team challenges against an unmanned adversary to keep aggregate consumption below a given threshold.
• We propose a privacy-friendly communication protocol which enables to execute the game without disclosing any individual consumption measurement and includes a set of correctness checks to detect cheaters.
• Numerical assessments show that the framework is scalable up to several thousands of players.
CONCLUSIONS
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The project partners