Anonymity serves as the ultimate objective in privacy studies, where de-anonymization is approached as a guessing game against an adversary. This adversary strives to identify the individual responsible for an event by utilizing available information. Effective defenses against this threat involve restricting the adversary's access to information or introducing randomness to necessitate more information for accurate guesses. The relationship between the mechanics of games like 'Guess Who?' and 'twenty questions' illustrates how yes-or-no questions can effectively narrow choices. While 20 binary responses can pinpoint a million elements, real-world scenarios often yield less clear-cut identifications.
Anonymity is the end goal when studying privacy, and de-anonymization is likened to a guessing game where an adversary attempts to identify individuals from a set of candidates.
To defend against de-anonymization, one must either restrict the adversary's access to information or employ randomness to increase the information needed for identification.
The game's mechanics resemble those of 'Guess Who?' and 'twenty questions', relying on yes-or-no questions to narrow down candidate choices effectively.
Twenty bits, representing yes-or-no answers, can uniquely identify over a million different elements, though real-world applications often yield less informative results.
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