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Over the last few years I have been working on game theoretic models of security, with a particular emphasis on issues salient in cyber security. In this talk I will give an overview of some of this work. I will first spend some time motivating game theoretic treatment of problems relating to cyber and describe some important modeling considerations. In the remainder, I will describe two game theoretic models (one very briefly), and associated solution techniques and analyses. The first is the "optimal attack plan interdiction" problem. In this model, we view a threat formally as a sophisticated planning agent, aiming to achieve a set of goals given some specific initial capabilities and considering a space of possible "attack actions/vectors" that may (or may not) be used towards the desired ends. The defender's goal in this setting is to "interdict" a select subset of attack vectors by optimally choosing among miti-gation options, in order to prevent the attacker from being able to achieve its goals. I will describe the formal model, explain why it is challenging, and present highly scalable decomposition-based integer programming techniques that leverage extensive research into heuristic formal planning in AI. The second model addresses the problem that defense decisions are typically decentralized. I describe a model to study the impact of decentralization, and show that there is a "sweet spot": for an intermediate number of decision makers, the joint decision is nearly socially optimal, and has the additional benefit of being robust to the changes in the environment. Finally, I will describe the Secure Design Competition (FIREAXE) that involved two teams of interns during the summer of 2012. The problem that the teams were tasked with was to design a highly stylized version of an electronic voting system. The catch was that after the design phase, each team would attempt to "attack" the other's design. I will describe some salient aspects of the specification, as well as the outcome of this competition and lessons that we (the designers and the students) learned in the process.