Biblio
This Work-In-Progress Paper for the Innovative Practice Category presents a novel experiment in active learning of cybersecurity. We introduced a new workshop on hacking for an existing science-popularizing program at our university. The workshop participants, 28 teenagers, played a cybersecurity game designed for training undergraduates and professionals in penetration testing. Unlike in learning environments that are simplified for young learners, the game features a realistic virtual network infrastructure. This allows exploring security tools in an authentic scenario, which is complemented by a background story. Our research aim is to examine how young players approach using cybersecurity tools by interacting with the professional game. A preliminary analysis of the game session showed several challenges that the workshop participants faced. Nevertheless, they reported learning about security tools and exploits, and 61% of them reported wanting to learn more about cybersecurity after the workshop. Our results support the notion that young learners should be allowed more hands-on experience with security topics, both in formal education and informal extracurricular events.
Motivated by the study of matrix elimination orderings in combinatorial scientific computing, we utilize graph sketching and local sampling to give a data structure that provides access to approximate fill degrees of a matrix undergoing elimination in polylogarithmic time per elimination and query. We then study the problem of using this data structure in the minimum degree algorithm, which is a widely-used heuristic for producing elimination orderings for sparse matrices by repeatedly eliminating the vertex with (approximate) minimum fill degree. This leads to a nearly-linear time algorithm for generating approximate greedy minimum degree orderings. Despite extensive studies of algorithms for elimination orderings in combinatorial scientific computing, our result is the first rigorous incorporation of randomized tools in this setting, as well as the first nearly-linear time algorithm for producing elimination orderings with provable approximation guarantees. While our sketching data structure readily works in the oblivious adversary model, by repeatedly querying and greedily updating itself, it enters the adaptive adversarial model where the underlying sketches become prone to failure due to dependency issues with their internal randomness. We show how to use an additional sampling procedure to circumvent this problem and to create an independent access sequence. Our technique for decorrelating interleaved queries and updates to this randomized data structure may be of independent interest.
Existing approaches to cyber defense have been inadequate at defending the targets from advanced persistent threats (APTs). APTs are stealthy and orchestrated attacks, which target both corporations and governments to exfiltrate important data. In this paper, we present a novel comprehensibility manipulation framework (CMF) to generate a haystack of hard to comprehend fake documents, which can be used for deceiving attackers and increasing the cost of data exfiltration by wasting their time and resources. CMF requires an original document as input and generates fake documents that are both believable and readable for the attacker, possess no important information, and are hard to comprehend. To evaluate CMF, we experimented with college aptitude tests and compared the performance of many readers on separate reading comprehension exercises with fake and original content. Our results showed a statistically significant difference in the correct responses to the same questions across the fake and original exercises, thus validating the effectiveness of CMF operations to mislead.
Recommender system is to suggest items that might be interest of the users in social networks. Collaborative filtering is an approach that works based on similarity and recommends items liked by other similar users. Trust model adopts users' trust network in place of similarity. Multi-faceted trust model considers multiple and heterogeneous trust relationship among the users and recommend items based on rating exist in the network of trustees of a specific facet. This paper applies genetic algorithm to estimate parameters of multi-faceted trust model, in which the trust weights are calculated based on the ratings and the trust network for each facet, separately. The model was built on Epinions data set that includes consumers' opinion, rating for items and the web of trust network. It was used to predict users' rating for items in different facets and root mean squared of prediction error (RMSE) was considered as a measure of performance. Empirical evaluations demonstrated that multi-facet models improve performance of the recommender system.
Privacy preserving on data publication has been an important research field over the past few decades. One of the fundamental challenges in privacy preserving data publication is the trade-off problem between privacy and utility of the single and independent data set. However, recent research works have shown that the advanced privacy mechanism, i.e., differential privacy, is vulnerable when multiple data sets are correlated. In this case, the trade-off problem between privacy and utility is evolved into a game problem, in which the payoff of each player is dependent not only on his privacy parameter, but also on his neighbors' privacy parameters. In this paper, we firstly present the definition of correlated differential privacy to evaluate the real privacy level of a single data set influenced by the other data sets. Then, we construct a game model of multiple players, who each publishes the data set sanitized by differential privacy. Next, we analyze the existence and uniqueness of the pure Nash Equilibrium and demonstrate the sufficient conditions in the game. Finally, we refer to a notion, i.e., the price of anarchy, to evaluate efficiency of the pure Nash Equilibrium.
Security evaluation of diverse SDN frameworks is of significant importance to design resilient systems and deal with attacks. Focused on SDN scenarios, a game-theoretic model is proposed to analyze their security performance in existing SDN architectures. The model can describe specific traits in different structures, represent several types of information of players (attacker and defender) and quantitatively calculate systems' reliability. Simulation results illustrate dynamic SDN structures have distinct security improvement over static ones. Besides, effective dynamic scheduling mechanisms adopted in dynamic systems can enhance their security further.
To meet the growing railway-transportation demand, a new train control system, communication-based train control (CBTC) system, aims to maximize the ability of train lines by reducing the headway of each train. However, the wireless communications expose the CBTC system to new security threats. Due to the cyber-physical nature of the CBTC system, a jamming attack can damage the physical part of the train system by disrupting the communications. To address this issue, we develop a secure framework to mitigate the impact of the jamming attack based on a security criterion. At the cyber layer, we apply a multi-channel model to enhance the reliability of the communications and develop a zero-sum stochastic game to capture the interactions between the transmitter and jammer. We present analytical results and apply dynamic programming to find the equilibrium of the stochastic game. Finally, the experimental results are provided to evaluate the performance of the proposed secure mechanism.
With a large number of sensors and control units in networked systems, distributed support vector machines (DSVMs) play a fundamental role in scalable and efficient multi-sensor classification and prediction tasks. However, DSVMs are vulnerable to adversaries who can modify and generate data to deceive the system to misclassification and misprediction. This work aims to design defense strategies for DSVM learner against a potential adversary. We use a game-theoretic framework to capture the conflicting interests between the DSVM learner and the attacker. The Nash equilibrium of the game allows predicting the outcome of learning algorithms in adversarial environments, and enhancing the resilience of the machine learning through dynamic distributed algorithms. We develop a secure and resilient DSVM algorithm with rejection method, and show its resiliency against adversary with numerical experiments.
CAPTCHA is a type of challenge-response test to ensure that the response is only generated by humans and not by computerized robots. CAPTCHA are getting harder as because usage of latest advanced pattern recognition and machine learning algorithms are capable of solving simpler CAPTCHA. However, some enhancement procedures make the CAPTCHAs too difficult to be recognized by the human. This paper resolves the problem by next generation human-friendly mini game-CAPTCHA for quantifying the usability of CAPTCHAs.



