Biblio
In this paper, we describe the results of several experiments designed to test two dynamic network moving target defenses against a propagating data exfiltration attack. We designed a collection of metrics to assess the costs to mission activities and the benefits in the face of attacks and evaluated the impacts of the moving target defenses in both areas. Experiments leveraged Siege's Cyber-Quantification Framework to automatically provision the networks used in the experiment, install the two moving target defenses, collect data, and analyze the results. We identify areas in which the costs and benefits of the two moving target defenses differ, and note some of their unique performance characteristics.
Game theory is appropriate for studying cyber conflict because it allows for an intelligent and goal-driven adversary. Applications of game theory have led to a number of results regarding optimal attack and defense strategies. However, the overwhelming majority of applications explore overly simplistic games, often ones in which each participant's actions are visible to every other participant. These simplifications strip away the fundamental properties of real cyber conflicts: probabilistic alerting, hidden actions, unknown opponent capabilities. In this paper, we demonstrate that it is possible to analyze a more realistic game, one in which different resources have different weaknesses, players have different exploits, and moves occur in secrecy, but they can be detected. Certainly, more advanced and complex games are possible, but the game presented here is more realistic than any other game we know of in the scientific literature. While optimal strategies can be found for simpler games using calculus, case-by-case analysis, or, for stochastic games, Q-learning, our more complex game is more naturally analyzed using the same methods used to study other complex games, such as checkers and chess. We define a simple evaluation function and employ multi-step searches to create strategies. We show that such scenarios can be analyzed, and find that in cases of extreme uncertainty, it is often better to ignore one's opponent's possible moves. Furthermore, we show that a simple evaluation function in a complex game can lead to interesting and nuanced strategies that follow tactics that tend to select moves that are well tuned to the details of the situation and the relative probabilities of success.
Game theory is appropriate for studying cyber conflict because it allows for an intelligent and goal-driven adversary. Applications of game theory have led to a number of results regarding optimal attack and defense strategies. However, the overwhelming majority of applications explore overly simplistic games, often ones in which each participant's actions are visible to every other participant. These simplifications strip away the fundamental properties of real cyber conflicts: probabilistic alerting, hidden actions, unknown opponent capabilities. In this paper, we demonstrate that it is possible to analyze a more realistic game, one in which different resources have different weaknesses, players have different exploits, and moves occur in secrecy, but they can be detected. Certainly, more advanced and complex games are possible, but the game presented here is more realistic than any other game we know of in the scientific literature. While optimal strategies can be found for simpler games using calculus, case-by-case analysis, or, for stochastic games, Q-learning, our more complex game is more naturally analyzed using the same methods used to study other complex games, such as checkers and chess. We define a simple evaluation function and employ multi-step searches to create strategies. We show that such scenarios can be analyzed, and find that in cases of extreme uncertainty, it is often better to ignore one's opponent's possible moves. Furthermore, we show that a simple evaluation function in a complex game can lead to interesting and nuanced strategies that follow tactics that tend to select moves that are well tuned to the details of the situation and the relative probabilities of success.
Attributing the culprit of a cyber-attack is widely considered one of the major technical and policy challenges of cyber-security. The lack of ground truth for an individual responsible for a given attack has limited previous studies. Here, we overcome this limitation by leveraging DEFCON capture-the-flag (CTF) exercise data where the actual ground-truth is known. In this work, we use various classification techniques to identify the culprit in a cyberattack and find that deceptive activities account for the majority of misclassified samples. We also explore several heuristics to alleviate some of the misclassification caused by deception.
Traffic signals were originally standalone hardware devices running on fixed schedules, but by now, they have evolved into complex networked systems. As a consequence, traffic signals have become susceptible to attacks through wireless interfaces or even remote attacks through the Internet. Indeed, recent studies have shown that many traffic lights deployed in practice have easily exploitable vulnerabilities, which allow an attacker to tamper with the configuration of the signal. Due to hardware-based failsafes, these vulnerabilities cannot be used to cause accidents. However, they may be used to cause disastrous traffic congestions. Building on Daganzo's well-known traffic model, we introduce an approach for evaluating vulnerabilities of transportation networks, identifying traffic signals that have the greatest impact on congestion and which, therefore, make natural targets for attacks. While we prove that finding an attack that maximally impacts congestion is NP-hard, we also exhibit a polynomial-time heuristic algorithm for computing approximately optimal attacks. We then use numerical experiments to show that our algorithm is extremely efficient in practice. Finally, we also evaluate our approach using the SUMO traffic simulator with a real-world transportation network, demonstrating vulnerabilities of this network. These simulation results extend the numerical experiments by showing that our algorithm is extremely efficient in a microsimulation model as well.
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