Visible to the public Security configuration analytics using video games

TitleSecurity configuration analytics using video games
Publication TypeConference Paper
Year of Publication2014
AuthorsAlsaleh, M.N., Al-Shaer, E.A.
Conference NameCommunications and Network Security (CNS), 2014 IEEE Conference on
Date PublishedOct
Keywords3D game object, attack analysis, attack attribution, Communication networks, Computational modeling, computer games, computing systems, Conferences, configuration conflict, courseware, crowdsourcing, educational software, formal methods, formal verification, game educational value, game interface, gameplay scenario, Games, human factor, human factors, NetMaze, network configuration verification problem, Network topology, provable mapping, provable verification, security, security analysis, security configuration analytics, security configuration settings, security of data, security property, simulation tool, special languages, specification languages, system robustness, Topology, user interfaces, video games, Vulnerability
Abstract

Computing systems today have a large number of security configuration settings that enforce security properties. However, vulnerabilities and incorrect configuration increase the potential for attacks. Provable verification and simulation tools have been introduced to eliminate configuration conflicts and weaknesses, which can increase system robustness against attacks. Most of these tools require special knowledge in formal methods and precise specification for requirements in special languages, in addition to their excessive need for computing resources. Video games have been utilized by researchers to make educational software more attractive and engaging. Publishing these games for crowdsourcing can also stimulate competition between players and increase the game educational value. In this paper we introduce a game interface, called NetMaze, that represents the network configuration verification problem as a video game and allows for attack analysis. We aim to make the security analysis and hardening usable and accurately achievable, using the power of video games and the wisdom of crowdsourcing. Players can easily discover weaknesses in network configuration and investigate new attack scenarios. In addition, the gameplay scenarios can also be used to analyze and learn attack attribution considering human factors. In this paper, we present a provable mapping from the network configuration to 3D game objects.

DOI10.1109/CNS.2014.6997493
Citation Key6997493