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Illegitimi non carborundum Ronald L. Rivest Viterbi Professor of EECS MIT, Cambridge, MA CRYPTO 2011 2011-08-15 1 Illegitimi non carborundum (Dont let the bastards grind you down!) Ronald L. Rivest Viterbi Professor of EECS MIT,


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Illegitimi non carborundum

Ronald L. Rivest

Viterbi Professor of EECS MIT, Cambridge, MA

CRYPTO 2011 2011-08-15

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Illegitimi non carborundum (Don’t let the bastards grind you down!)

Ronald L. Rivest

Viterbi Professor of EECS MIT, Cambridge, MA

CRYPTO 2011 2011-08-15

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Illegitimi non carborundum (Don’t let the bastards grind you down!)

Ronald L. Rivest

Viterbi Professor of EECS MIT, Cambridge, MA

CRYPTO 2011 2011-08-15

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Outline

Overview and Context The Game of “FLIPIT” Non-Adaptive Play Adaptive Play Lessons and Open Questions

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Cryptography Cryptography is mostly about using mathematics and secrets to achieve confidentiality, integrity, or other security

  • bjectives.

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Assumptions We make assumptions as necessary, such as ability of parties to generate unpredictable keys and to keep them secret, or inability of adversary to perform certain computations.

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Murphy’s Law: “If anything can go wrong, it will!”

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Assumptions may fail, badly. (Maginot Line)

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Even worse... In an adversarial situation, assumption may fail repeatedly... (ref Advanced Persistent Threats)

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Most crypto is like Maginot line... We work hard to make up good keys and distribute them properly, then we sit back and wait for the attack. There is a line we assume adversary can not cross (theft of keys).

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Partial key theft Much research allows adversary to steal some portion of key(s).

◮ secret-sharing [S79,...] ◮ proactive crypto [HJKY95,...] ◮ signer-base intrusion-resilience [IR04,...] ◮ leakage-resilient crypto [MR04,...]

But adversary isn’t allowed to steal everything, all at once. (Some exceptions, e.g. intrusion-resilient secure channels [IMR’05]) This just moves the line in the digital sand a bit...

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Total key loss To be a good security professional, there shouldn’t be limits on your paranoia! (The adversary won’t respect such limits...) Are we being sufficiently paranoid??

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Lincoln’s Riddle

Q: “If I call the dog’s tail a leg, how many legs does it have?”

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Lincoln’s Riddle

Q: “If I call the dog’s tail a leg, how many legs does it have?” A: “Four. It doesn’t matter what you call the tail; it is still a tail.”

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Corollary to Lincoln’s Riddle Calling a bit-string a “secret key” doesn’t actually make it secret...

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Corollary to Lincoln’s Riddle Calling a bit-string a “secret key” doesn’t actually make it secret... Rather, it just identifies it as an interesting target for the adversary!

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Our goal To develop new models for scenarios involving total key loss. Especially those scenarios where theft is stealthy or covert (not immediately noticed by good guys).

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FL I PIT The Game of “FL I PIT” (aka “Stealthy Takeover”) joint work with Ari Juels, Alina Oprea, Marten van Dijk

  • f RSA Labs

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FL I PIT is a two-player game Defender = Player 0 = Blue Attacker = Player 1 = Red

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FL I PIT is a two-player game Defender = Player 0 = Blue Attacker = Player 1 = Red FL I PIT is rather symmetric, and we say “player i ” to refer to an arbitrary player.

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There is a contested critical secret or resource

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There is a contested critical secret or resource Examples:

◮ A password

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There is a contested critical secret or resource Examples:

◮ A password ◮ A digital signature key

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There is a contested critical secret or resource Examples:

◮ A password ◮ A digital signature key ◮ A computer system

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There is a contested critical secret or resource Examples:

◮ A password ◮ A digital signature key ◮ A computer system ◮ A mountain pass

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State of secret or resource is binary Good | Bad

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State of secret or resource is binary Good | Bad Secret | Guessed or Stolen

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State of secret or resource is binary Good | Bad Secret | Guessed or Stolen Clean | Compromised

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State of secret or resource is binary Good | Bad Secret | Guessed or Stolen Clean | Compromised Controlled by Defender | Controlled by Attacker

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State of secret or resource is binary Good | Bad Secret | Guessed or Stolen Clean | Compromised Controlled by Defender | Controlled by Attacker Blue | Red

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A player can “move” (take control) at any time Defender move puts resource into Good state

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A player can “move” (take control) at any time Defender move puts resource into Good state = Initialize Reset Recover Dis-infect

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A player can “move” (take control) at any time Defender move puts resource into Good state = Initialize Reset Recover Dis-infect Attacker move puts resource into Bad state

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A player can “move” (take control) at any time Defender move puts resource into Good state = Initialize Reset Recover Dis-infect Attacker move puts resource into Bad state = Compromise Corrupt Steal Infect

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A player can “move” (take control) at any time Defender move puts resource into Good state = Initialize Reset Recover Dis-infect Attacker move puts resource into Bad state = Compromise Corrupt Steal Infect Time is continuous, not discrete.

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A player can “move” (take control) at any time Defender move puts resource into Good state = Initialize Reset Recover Dis-infect Attacker move puts resource into Bad state = Compromise Corrupt Steal Infect Time is continuous, not discrete. Players move at same time with probability 0.

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Examples of moves: Create new password or signing key. Steal password or signing key.

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Examples of moves: Create new password or signing key. Steal password or signing key. Re-install system software. Use zero-day attack to install rootkit.

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Examples of moves: Create new password or signing key. Steal password or signing key. Re-install system software. Use zero-day attack to install rootkit. Send soldiers to mountain pass. Send soldiers to mountain pass.

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Continual back-and-forth warfare...

◮ Note that Attacker can take over at any time.

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Continual back-and-forth warfare...

◮ Note that Attacker can take over at any time. ◮ There is no “perfect defense”.

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Continual back-and-forth warfare...

◮ Note that Attacker can take over at any time. ◮ There is no “perfect defense”. ◮ Only option for Defender is to re-take control

later by moving again.

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Continual back-and-forth warfare...

◮ Note that Attacker can take over at any time. ◮ There is no “perfect defense”. ◮ Only option for Defender is to re-take control

later by moving again.

◮ The game may go on forever...

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Moves are “stealthy”

◮ In practice, compromise is often

undetected...

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Moves are “stealthy”

◮ In practice, compromise is often

undetected...

◮ In FL I PIT,

players do not immediately know when the

  • ther player makes a move!

(Very unusual in game theory literature!)

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Moves are “stealthy”

◮ In practice, compromise is often

undetected...

◮ In FL I PIT,

players do not immediately know when the

  • ther player makes a move!

(Very unusual in game theory literature!)

◮ Player’s uncertainty about system state

increases with time since his last move.

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Moves are “stealthy”

◮ In practice, compromise is often

undetected...

◮ In FL I PIT,

players do not immediately know when the

  • ther player makes a move!

(Very unusual in game theory literature!)

◮ Player’s uncertainty about system state

increases with time since his last move.

◮ A move may take control (“flip”) or have no

effect (“flop”).

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Moves are “stealthy”

◮ In practice, compromise is often

undetected...

◮ In FL I PIT,

players do not immediately know when the

  • ther player makes a move!

(Very unusual in game theory literature!)

◮ Player’s uncertainty about system state

increases with time since his last move.

◮ A move may take control (“flip”) or have no

effect (“flop”).

◮ Uncertainty means flops are unavoidable.

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Moves may be informative

◮ A player learns the state of the system only

when he moves.

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Moves may be informative

◮ A player learns the state of the system only

when he moves.

◮ In basic FL I PIT, each move has feedback

that reveals all previous moves.

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Moves may be informative

◮ A player learns the state of the system only

when he moves.

◮ In basic FL I PIT, each move has feedback

that reveals all previous moves.

◮ In variants, move reveals only current state,

  • r time since other player last moved...

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Cost of moves and gains for being in control

◮ Moves aren’t for free!

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Cost of moves and gains for being in control

◮ Moves aren’t for free! ◮ Player i pays ki points per move:

Defender pays k0, Attacker pays k1

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Cost of moves and gains for being in control

◮ Moves aren’t for free! ◮ Player i pays ki points per move:

Defender pays k0, Attacker pays k1

◮ Being in control yields gain!

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Cost of moves and gains for being in control

◮ Moves aren’t for free! ◮ Player i pays ki points per move:

Defender pays k0, Attacker pays k1

◮ Being in control yields gain! ◮ Player earns one point for each second he is

in control.

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How well are you playing? (Notation)

◮ Let Ni(t) denote number moves by player i

up to time t. His average rate of play is αi(t) = Ni(t)/t .

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How well are you playing? (Notation)

◮ Let Ni(t) denote number moves by player i

up to time t. His average rate of play is αi(t) = Ni(t)/t .

◮ Let Gi(t) denote the number of seconds

player i is in control, up to time t. His rate of gain up to time t as γi(t) = Gi(t)/t .

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How well are you playing? (Notation)

◮ Score (net benefit) Bi(t) up to time t is

TimeInControl - CostOfMoves: Bi(t) = Gi(t) − ki · Ni(t)

◮ Benefit rate is

βi(t) = Bi(t)/t = γi(t) − ki · αi(t)

◮ Player wishes to maximize βi = limt→∞ βi(t).

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Movie of FL I PIT Game – Global View

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Movie of FL I PIT Game – Defender View

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How to play well?

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Non-Adaptive Play

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Non-adaptive strategies

◮ A non-adaptive strategy plays on blindly,

independent of other player’s moves.

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Non-adaptive strategies

◮ A non-adaptive strategy plays on blindly,

independent of other player’s moves.

◮ In principle, a non-adaptive player can

pre-compute his entire (infinite!) list of moves before the game starts.

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Non-adaptive strategies

◮ A non-adaptive strategy plays on blindly,

independent of other player’s moves.

◮ In principle, a non-adaptive player can

pre-compute his entire (infinite!) list of moves before the game starts.

◮ Some interesting non-adaptive strategies:

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Non-adaptive strategies

◮ A non-adaptive strategy plays on blindly,

independent of other player’s moves.

◮ In principle, a non-adaptive player can

pre-compute his entire (infinite!) list of moves before the game starts.

◮ Some interesting non-adaptive strategies:

◮ Periodic play 66

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Non-adaptive strategies

◮ A non-adaptive strategy plays on blindly,

independent of other player’s moves.

◮ In principle, a non-adaptive player can

pre-compute his entire (infinite!) list of moves before the game starts.

◮ Some interesting non-adaptive strategies:

◮ Periodic play ◮ Exponential (memoryless) play 67

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Non-adaptive strategies

◮ A non-adaptive strategy plays on blindly,

independent of other player’s moves.

◮ In principle, a non-adaptive player can

pre-compute his entire (infinite!) list of moves before the game starts.

◮ Some interesting non-adaptive strategies:

◮ Periodic play ◮ Exponential (memoryless) play ◮ Renewal strategies: iid intermove times 68

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Periodic play Player i may play periodically with rate αi and period 1/αi

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Periodic play Player i may play periodically with rate αi and period 1/αi E.g. for α0 = 1/3, we might have: t

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Periodic play Player i may play periodically with rate αi and period 1/αi E.g. for α0 = 1/3, we might have: t It is convenient to assume that periodic play involves miniscule amounts of jitter or drift; play is effectively periodic but will drift out of phase with truly periodic.

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Adaptive play against a periodic opponent An adaptive Attacker can easily learn the period and phase of a periodic Defender, so that periodic play is useless against an adaptive

  • pponent, unless it is very fast.

Examples:

◮ a sentry make his regular rounds ◮ 90-day password reset

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Periodic Attacker

Theorem

If Attacker moves periodically at rate α1 (and period 1/α1, with unknown phase), then

  • ptimum non-adaptive Defender strategy is

◮ if α1 > 1/2k0, don’t play(!), ◮ if α1 = 1/2k0, play periodically at any rate α0,

0 ≤ α0 ≤ 1/2k0,

◮ if α1 < 1/2k0, play periodically at rate

α0 = α1 2k0 > α1

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Graph for Periodic Attacker and Periodic Defender

(k0 = 1, k1 = 1.5)

α0

2 3 1 2 1 3 1 6

α1

2 3 1 2 1 3 1 6

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Graph for Periodic Attacker and Periodic Defender

(k0 = 1, k1 = 1.5)

α0

2 3 1 2 1 3 1 6

α1

2 3 1 2 1 3 1 6

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Graph for Periodic Attacker and Periodic Defender

(k0 = 1, k1 = 1.5)

α0

2 3 1 2 1 3 1 6

α1

2 3 1 2 1 3 1 6

if α1 >

1 2k0 Attacker too fast for Defender

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Graph for Periodic Attacker and Periodic Defender

(k0 = 1, k1 = 1.5)

α0

2 3 1 2 1 3 1 6

α1

2 3 1 2 1 3 1 6

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Graph for Periodic Attacker and Periodic Defender

(k0 = 1, k1 = 1.5)

α0

2 3 1 2 1 3 1 6

α1

2 3 1 2 1 3 1 6

if α1 =

1 2k0

Defender can play with 0 benefit

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Graph for Periodic Attacker and Periodic Defender

(k0 = 1, k1 = 1.5)

α0

2 3 1 2 1 3 1 6

α1

2 3 1 2 1 3 1 6

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Graph for Periodic Attacker and Periodic Defender

(k0 = 1, k1 = 1.5)

α0

2 3 1 2 1 3 1 6

α1

2 3 1 2 1 3 1 6

if α1 <

1 2k0

Defender maximizes benefit with α0 =

  • α1

2k0

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Graph for Periodic Attacker and Periodic Defender

(k0 = 1, k1 = 1.5)

α0

2 3 1 2 1 3 1 6

α1

2 3 1 2 1 3 1 6

Optimal Attacker play

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Graph for Periodic Attacker and Periodic Defender

(k0 = 1, k1 = 1.5)

α0

2 3 1 2 1 3 1 6

α1

2 3 1 2 1 3 1 6

Optimal Attacker play

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Graph for Periodic Attacker and Periodic Defender

(k0 = 1, k1 = 1.5)

α0

2 3 1 2 1 3 1 6

α1

2 3 1 2 1 3 1 6

Optimal Attacker play

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Graph for Periodic Attacker and Periodic Defender

(k0 = 1, k1 = 1.5)

α0

2 3 1 2 1 3 1 6

α1

2 3 1 2 1 3 1 6

Optimal Attacker play

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Graph for Periodic Attacker and Periodic Defender

(k0 = 1, k1 = 1.5)

α0

2 3 1 2 1 3 1 6

α1

2 3 1 2 1 3 1 6

Nash equilibrium at (α0, α1) = ( 1

3, 2 9)

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Graph for Periodic Attacker and Periodic Defender

(k0 = 1, k1 = 1.5)

α0

2 3 1 2 1 3 1 6

α1

2 3 1 2 1 3 1 6

Nash equilibrium at (α0, α1) = ( 1

3, 2 9)

(γ0, γ1) = ( 2

3, 1 3)

(β0, β1) = ( 1

3, 0)

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Exponential Attacker If Attacker plays exponentially with rate α1, then his moves form a memoryless Poisson process; he plays independently in each interval of time

  • f size dt with probability α1 dt

Probability that intermove delay is at most x is 1 − e−α1x For α1 = 0.5, we might have: t

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Graph for Exponential Attacker and Defender)

(k0 = 1, k1 = 1.5)

α0

1

2 3 1 3

α1

1

2 3 1 3

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Graph for Exponential Attacker and Defender)

(k0 = 1, k1 = 1.5)

α0

1

2 3 1 3

α1

1

2 3 1 3

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Graph for Exponential Attacker and Defender)

(k0 = 1, k1 = 1.5)

α0

1

2 3 1 3

α1

1

2 3 1 3

Attacker too fast if α1 > 1

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Graph for Exponential Attacker and Defender)

(k0 = 1, k1 = 1.5)

α0

1

2 3 1 3

α1

1

2 3 1 3

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Graph for Exponential Attacker and Defender)

(k0 = 1, k1 = 1.5)

α0

1

2 3 1 3

α1

1

2 3 1 3

Optimal Defender play for α1 < 1 α0 =

  • α1

k0 − α1

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Graph for Exponential Attacker and Defender)

(k0 = 1, k1 = 1.5)

α0

1

2 3 1 3

α1

1

2 3 1 3

Optimal Attacker play

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Graph for Exponential Attacker and Defender)

(k0 = 1, k1 = 1.5)

α0

1

2 3 1 3

α1

1

2 3 1 3

Optimal Attacker play

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Graph for Exponential Attacker and Defender)

(k0 = 1, k1 = 1.5)

α0

1

2 3 1 3

α1

1

2 3 1 3

Nash equilibrium at (α0, α1) = ( 6

25, 4 25)

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Graph for Exponential Attacker and Defender)

(k0 = 1, k1 = 1.5)

α0

1

2 3 1 3

α1

1

2 3 1 3

Nash equilibrium at (α0, α1) = ( 6

25, 4 25)

(γ0, γ1) = ( 3

5, 2 5)

(β0, β1) = ( 9

25, 6 25)

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Renewal Strategies A renewal strategy is one with iid intermove delays for player i’s moves: Pr(delay ≤ x) = Fi(x) for some distribution Fi. Renewal strategies form a very large class of (non-adaptive) strategies; periodic, exponential,

  • etc. are special cases...

Origin of term: player’s moves form a renewal process.

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Optimal (renewal) play against a renewal strategy. One of our major results is the following:

Theorem

The optimal renewal strategy against any renewal strategy is either periodic or not playing.

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Proof notes Average time between buses = Average waiting time for a bus

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Proof notes Average time between buses = Average waiting time for a bus Proof considers size-biased interval sizes...

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Proof notes Average time between buses = Average waiting time for a bus Proof considers size-biased interval sizes... Note that a periodic strategy minimizes variance

  • f interval sizes, and thus minimizes size-biased

interval size.

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Adaptive Play

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Adaptive Strategies

◮ Periodic strategy not very effective against

adaptive Attacker, who can learn to move just after each Defender move.

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Adaptive Strategies

◮ Periodic strategy not very effective against

adaptive Attacker, who can learn to move just after each Defender move.

◮ FL I PIT with adaptive strategies can be

complicated – generalizes iterated Prisoner’s Dilemma—e.g. for periodic play:

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Adaptive Strategies

◮ Periodic strategy not very effective against

adaptive Attacker, who can learn to move just after each Defender move.

◮ FL I PIT with adaptive strategies can be

complicated – generalizes iterated Prisoner’s Dilemma—e.g. for periodic play: slow(α1 = 0.1) fast(α1 = 0.2) slow(α0 = 0.1) 0.40,0.40

  • 0.10,0.55

fast(α0 = 0.2) 0.55,-0.10 0.30,0.30

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Exponential works well even against adaptive strategies

Theorem

The optimal strategy (of any sort, even adaptive) against an exponential strategy is either periodic

  • r not playing.

Defender can always play exponential strategy against a potentially adaptive Attacker; Attacker can’t then do better than playing periodically (or not playing).

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Defender’s (α0 = 0.25) net benefit β0 against optimal (periodic) Attacker (α1variable) α1

2 3 1 3

β0

2 3 1 3

Periodic Attacker Periodic Defender

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Defender’s (α0 = 0.25) net benefit β0 against optimal (adaptive) Attacker (α1variable) α1

2 3 1 3

β0

2 3 1 3

Periodic Attacker Periodic Defender

Adaptive Attacker Exponential Defender

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Defender’s (α0 = 0.25) net benefit β0 against optimal (adaptive) Attacker (α1variable) α1

2 3 1 3

β0

2 3 1 3

Periodic Attacker Periodic Defender

Adaptive Attacker Exponential Defender ∃ ? Better Defender ?

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Lessons and Open Questions

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Lessons

◮ Be prepared to deal with continual repeated

failure (loss of control).

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Lessons

◮ Be prepared to deal with continual repeated

failure (loss of control).

◮ Play fast! Aim to make opponent drop out!

(Agility!)

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Lessons

◮ Be prepared to deal with continual repeated

failure (loss of control).

◮ Play fast! Aim to make opponent drop out!

(Agility!)

◮ Arrange game so that your moves cost much

less than your opponent’s! (Cheap to refresh passwords or keys, easy to reset system to pristine state (as with a virtual machine))

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Open question 1 Conjecture: The optimal non-adaptive strategy against a renewal strategy is periodic. (We only proved that optimal renewal strategy is periodic.)

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Open question 2 What is “optimal” renewal strategy against an adaptive rate-limited Attacker? (e.g. N1(t)/t ≤ α1 for all t)?

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Open question 2 What is “optimal” renewal strategy against an adaptive rate-limited Attacker? (e.g. N1(t)/t ≤ α1 for all t)? That is, how to balance trade-off between periodic play, which has low-variance intervals but is predictable, and exponential, which has high-variance intervals but is very unpredictable? Perhaps using gamma-distributed intervals or delayed exponentials?

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Open question 3 Are there information-theoretic bounds on how well a rate-limited Attacker can do against a fixed renewal strategy by Defender?

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Open question 4 What learning theory algorithms yield adaptive strategies provably optimal against renewal strategies?

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Open questions 5, 6, 7, ... 5 Multi-player FL I PIT 6 Other feedback models (e.g. add low-cost “check”) 7 How to structure PKI when any party (including CA’s) may get “hacked” at any time? ... ...

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Online version of FL I PIT More information on FL I PIT, including an

  • nline interactive version of the game, will be

available in the next few weeks at: www.rsa.com/flipit Enjoy!

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The End

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