# A Survey of Game Theoretic Approaches to Modelling Decision-Making in Information Warfare Scenarios
## 2 Information Warfare  
One of the earliest uses of the term \"information warfare\" in the context of computer networks was by [PERSON] in 1976 [19]. More recently, information warfare has been defined by the United States Air Force as _\"any action to deny, exploit, corrupt or destroy the enemy's information and its functions; protecting ourselves against those actions and exploiting our own military information functions\"_[20]. Other authors [21; 22] agree that information can be both the target of information warfare attacks and the weapon utilised to perform such attacks.  
[PERSON] [23] provides another military-oriented definition of information warfare as: _\"Information operations conducted during time of crisis or conflict to achieve or promote specific objectives over a specific adversary or adversaries\"_. Information operations are defined as _\"Actions taken to affect adversary information and information systems while defending one's own information and information systems\"_. More recent military-oriented definitions include information warfare as _\"the process of protecting one's own sources of battlefield information and, at the same time, seeking to deny, degrade, corrupt, or destroy the enemy's sources of battlefield information\"_[24]. This implies information warfare is a series of offensive and defensive operations. Offensive operations attack information and information systems, while defensive operations defend these targets. This perspective is consistent with the definition given by [PERSON] [21] who views information warfare as a game played between defenders and attackers involved in a direct competition.  
While the work above suggests a strong link between information warfare and the military, other sources [9; 21; 25; 26; 27] argue that the context of information warfare can be freed from association with its military underpinnings. The focus of information warfare is primarily on the use of information to make decisions, and on how an adversary influences, denies or disrupts the information that is required in the decision-making process [26]. These processes can occur in non-military contexts including criminal activities and impingement of individual rights.  
Technology development has increased significantly compared to when most definitions of information warfare were made. Advances in technology, such as integrated computers, smart mobile phones, smart vehicles, and internet-based industry/home devices, have occurred rapidly in the recent decades. Such technologies have increased risk of becoming targets for information warfare and cyber-attacks. This emphasizes the need to extend the field of information warfare to encompass diverse fields, including in the domains of cyber warfare, cyber-crime, cyber bullying and espionage [26]. This paper thus considers information warfare in these diverse fields.  
While information warfare has been studied widely in the past few decades, there is lack of an agreed definition in the literature [28]. The remainder of this section thus considers extended definitions for \"information\" (Section 2.1), a brief discussion on how related terms in information warfare have been defined (Section 2.2), the goals of information warfare (Section 2.3), types of information warfare operations (Section 2.4) and the recognised domains and actors in information warfare (Section 2.5). This provides a basis for identifying and classifying information warfare games in Section 4 which is the primary contribution of this paper.