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Tiffany Bao∗, Yan Shoshitaishvili†, Fish Wang†

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Presentation on theme: "Tiffany Bao∗, Yan Shoshitaishvili†, Fish Wang†"— Presentation transcript:

1 How Shall We Play a Game? A Game-theoretical Model for Cyber-warfare Games
Tiffany Bao∗, Yan Shoshitaishvili†, Fish Wang† Christopher Kruegel†, Giovanni Vigna†, David Brumley∗ ∗Carnegie Mellon University, †UC Santa Barbara

2 Cyber Grand Challenge (CGC)
First Place: $2,000,000 Second Place: $1,000,000 Third Place: $750,000 One year ago, DARPA launched the Cyber Grand Challenge, which is a hacking competition for security systems to automatically discover vulnerabilities, patch vulnerabilities and attack each other. In this competition, the first place won 2 million dollars, the second place won 1m dollars and the third place won 750 thousand dollars.

3 Strategy Matters First Place: $2,000,000 Second Place: $1,000,000
Third Place: $750,000 … if you choose to do nothing. After the competition, people reviewed the game, and they found that in order to get the third place, all you need to do is do nothing. This observation is quite interesting. It shows to us how important to make the right decision. Even though you don’t have good technical skills, as long as you have a good strategy, you could still get a pretty good position.

4 Real World National Security Agency discloses 91% of the zero-day vulnerabilities (that it discovers in software made and/or used in the U.S. to developers). Admiral Michael Rogers, Director of the NSA Looking beyond, the decision making for vulnerabilities is happening not only in hacking competitions, but also in reality, where the players are individuals, parties and countries. For example, NSA makes strategic decision for undisclosed software vulnerability, aka zero-day vulnerabilitlies. ‘Admiral MG, the director of the NSA, stated that There are many factors we need to consider for making the decision. In my talk, I will focus on three elements as follows.

5 1. Action Sequence + For a zero-day vulnerability Withhold and Attack
Disclose and Patch + First, we need to consider the actions over time. For a zero-day vulnerability, we need to decide whether or. However, this is not a binary choices between a and p. We could combine these two together and have a strategy such as attack-then-disclose. when to xx does make the outcome of the game different.

6 1. Action Sequence Player 1 attacks Player 2
We could even have a strategy such as patch-then-attack. This is due to the fact that patching costs time for players, and the opponents could attack the players while patching is incomplete.

7 2. Uncertainty of the Other Players
Has another player discovered the vulnerability yet? How likely will another player discover the vulnerability in the future? The difference between knowing and not knowing about the other players is similar to the difference between chess and poker games. bishop poker games, such as Texas holdem, you don’t know what card they have, so you have to think about the odd that they have better cards.

8 3. Ricochet & Patch-based Exploit Generation (PEG)
The Ricochet attack: to generate an exploit based on a receiving exploit [1]. The Patch-based Exploit Generation (PEG): to generate an exploit based on a receiving patch. collateral damage side effect especially with the 1 factor. patching is not the end of the game. attack is not the end of the game. The side effect of the previous action might change the final outcome of the game. [1] T. Bao, Y. Shoshitaishvili, R. Wang and D. Brumley. Your Exploit is Mine: Automatic Shellcode Transplant for Remote Exploits, Proceedings of the 38th IEEE Symposium on Security and Privacy, 2017.

9 Uncertainty of the other players
Previous Work Cyber-hawk[2] Schramm et al.[3] Our Work Action Sequence No Yes Uncertainty of the other players Ricochet + PEG [2] T. Moore, A. Friedman, and A. D. Procaccia. Would a ‘cyber warrior’ protect us? Exploring trade-offs between attack and defense of information systems. In Proceedings of the Workshop on New Security Paradigms, pages 85–94, 2010 [3] H. C. Schramm, D. L. Alderson, W. M. Carlyle, and N. B. Dimitrov. A game theoretic model of strategic conflict in cyberspace. Military Operations Research, 19(1):5–17, 2014.

10 Our Work: the Cyber-warfare Model
Scope One vulnerability Independent and rational players Outline One player: the player model Multiple players: the game model Nash equilibrium

11 Knowing a Zero-day Vulnerability
Player Model Player Knowing a Zero-day Vulnerability Action We do not consider secret patching to attack, the player must generate the exploit for attack. Player’s Machines

12 Player Model Player Action Player’s Machines Discover by self
Observe disclosure from the others Action Detect exploits from the others We do not consider secret patching Player’s Machines

13 Patch-based Exploit Generation
Player Model Player Exploit Generation Discover by self Patch-based Exploit Generation Observe disclosure from the others Action Detect exploits from the others The Ricochet Attack We do not consider secret patching Player’s Machines

14 Patch-based Exploit Generation
Player Parameters Player Exploit Generation Discover by self Attack Patch-based Exploit Generation Observe disclosure from the others Patch Detect exploits from the others The Ricochet Attack Parameters represent the capability of the technical components Player’s Machines

15 Player State and Player Action
Player States Not Discovered a zero-day vulnerability Discovered a zero-day vulnerability Player Actions : Nop : Attack, Patch, Stockpile

16 Player State and Player Action
Discovered Not discovered Collect Information Make a Decision Player state and action in one round Attack Stockpile Patch Nop End

17 Multiple Players Not discovered Discovered Player 1 Player 2 Player 2
Nop Attack Stockpile Patch Nop Player 2 Attack Stockpile Patch Multiple players in each round Nop Attack Stockpile Patch Player 1 Discovered Not discovered

18 Rounded Game: Game Tree
Player 1 Player 2 Player 2 A, N S, N P, N Nop Attack Stockpile Patch meaning that players in the game has incomplete information, they know their own state, but they may not certain about the other player’s state. In each round Player 1 Discovered Not discovered

19 Stochastic Game N, N S, N P, N A, N

20 Incomplete Information
Player 1 Player 2 Nop Attack Stockpile Patch Nop Player 2 Attack Stockpile Patch Multiple players in each round Nop Attack Stockpile Patch Player 1 Discovered Not discovered

21 Player 1’s Perspective Not discovered Discovered Attack Stockpile
Patch Multiple players in each round Nop Attack Stockpile Patch Discovered Not discovered

22 Player 2’s Perspective Not discovered Discovered Attack Stockpile
Patch Nop Attack Stockpile Patch Multiple players in each round Discovered Not discovered

23 Ricochet + PEG Player Player Player 1 Player 2 Exploit Generation
Automatic Patch-based Exploit Generation The Ricochet Attack Player Exploit Generation Automatic Patch-based Exploit Generation The Ricochet Attack We do not consider secret patching Player 1 Player 2

24 Ricochet Player Player Player 1 Player 2 Attack Attack
Exploit Generation Automatic Patch-based Exploit Generation The Ricochet Attack Player Exploit Generation Automatic Patch-based Exploit Generation The Ricochet Attack Attack We do not consider secret patching Attack Player 1 Player 2

25 Patch-based Exploit Generation
Player Exploit Generation Automatic Patch-based Exploit Generation The Ricochet Attack Player Exploit Generation Automatic Patch-based Exploit Generation The Ricochet Attack Attack We do not consider secret patching Patch Player 1 Player 2

26 Game Model Therefore, we model the game as: a stochastic game, and
an incomplete information game. Partial-observation Stochastic Game (POSG).

27 Computing Nash Equilibrium
Nash equilibrium: the strategy profile where all players play their optimal strategy. Computing the Nash equilibrium for POSG is known to be intractable[4]. no analytical results [4] L. MacDermed, C. L. Isbell, and L. Weiss. Markov games of incomplete information for multi-agent reinforcement learning. In Workshops at the Twenty-Fifth AAAI Conference on Artificial Intelligence, pages 43–51, 2011.

28 Computing Nash Equilibrium
For the Cyber-warfare game, we observe: Players infer the the other player’s state by player’s parameters. Assuming the parameters are accessible, thus the inference is also public. Convert from POSG to Stochastic Game (SG) Compute the Nash equilibrium for SG using the Shapley Method (dynamic programming). we assume that parameters are public. if not, players can estimate the parameters -> robustness

29 Evaluation 1: Review Previous Conclusions
Cyber-hawk[2] Schramm et al.[3] Our Work Action Sequence No Yes Uncertainty of the other players Ricochet+PEG Conclusion The attacking player(s) should attack right away. It is possible that neither player wants to attack. At least one player wants to attack. Introduce by column Each player decides a single action, either to attack or to disclose. Each player do not know whether the other player has learned the same vulnerability. [2] T. Moore, A. Friedman, and A. D. Procaccia. Would a ‘cyber warrior’ protect us? Exploring trade-offs between attack and defense of information systems. In Proceedings of the Workshop on New Security Paradigms, pages 85–94, 2010 [3] H. C. Schramm, D. L. Alderson, W. M. Carlyle, and N. B. Dimitrov. A game theoretic model of strategic conflict in cyberspace. Military Operations Research, 19(1):5–17, 2014.

30 Neither Player Attacks
Player 1 discovers the vulnerability Player 2 generates the exploit player 1 should never choose to ATTACK because he will suffer a greater loss if player 2 launches ricochet attacks. Player 1 should also never choose to STOCKPILE, because player 2 may re-discover the vulnerability and then ATTACK. Therefore, player 1’s best strategy is to PAT C H once he discovers the vulnerability. After player 1 discloses a vulnerability, player 2 receives the patch and generates exploits based on the patch, which costs him δ2 rounds. Within the rounds, player 1 would have completely patched his own machines, which makes any future attack from player 2 valueless.

31 Evaluation 2: Cyber Grand Challenge
Strategic-Shellphish: Shellphish + strategy based on the Cyber-warfare model. Consider all the teams as one player. Strategic-Shellphish 268543 Shellphish 254452 Downloads/cfe-submission

32 Conclusion Cyber-warfare game, which addresses the limitations of previous work regarding: Actions over time Ricochet and Patch-based exploit generation Uncertainty of the other player We find a method to compute the Nash Equilibrium of the Cyber-warfare game. Applications: We observe that Ricochet may lead to neither players attack. We could help teams such as Shellphish with more scores. We proposed

33 Questions?

34 END

35 Multiple Players’ Actions over Time
T0. A vulnerability is introduced. T1. Player 1 realizes the vulnerability. T2. Player 1 launches an attack. T3. Player 1 starts to patch and Player 2 realizes the vulnerability.


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