A Game Theoretic Model of Strategic Conflict in Cyberspace

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Harrison C. Schramm David L. Alderson W. Matthew Carlyle Nedialko B. Dimitrov. A Game Theoretic Model of Strategic Conflict in Cyberspace. Operations Research Department Naval Postgraduate School, Monterey, CA 80 th MORS 12 June, 2012. Cyber Conflict - definitions. - PowerPoint PPT Presentation

Transcript of A Game Theoretic Model of Strategic Conflict in Cyberspace

A Game Theoretic Model of Strategic Conflict in Cyberspace

Operations Research DepartmentNaval Postgraduate School, Monterey, CA

80th MORS12 June, 2012

Harrison C. SchrammDavid L. Alderson

W. Matthew CarlyleNedialko B. Dimitrov

2

Cyber Conflict - definitions

• Defining characteristic: how weapons in cyberspace (cyber weapons) are discovered, developed, and employed

• Our model is a high-level, strategic look at the problem of Cyber conflict

• Key question: How long should a belligerent in cyber conflict hold

an exploit in development before attacking?

3

Cyber Conflict – Approach

• Cyber conflict may be viewed as a game• Players discover and develop attacks, which

they then exercise at a time of their choosing• Analysis is abstracted away from specific

technologies, systems, and exploits.– Similar to other models of combat.

4

Related Work

• JASON (2010) The Science of Cybersecurity– DOD report, recommends game theory as an analytic

method• Shiva et al (2010) Game theoretic approaches to protect

cyberspace– Presents a taxonomy of game theoretic methods in

cyberspace• Lye & Wing (2002) Game strategies in network security• Shen et al (2007) A Markov game theoretic approach

for cyber situational awareness

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Cyber munition life-cycle

Discovery

Development

Obsolescence Employment

Adversary Patch

6

Cyber Game Mechanics

• Discovery of Exploit– Game state indexed as , where T is the

age of the game, represents the length of time player i has known the exploit

• Development of Munition– After a player has discovered the exploit, they may

develop the exploit in accordance with some known function,

1 2, ,TS

i

( )i ia

7

Game Mechanics II

• Employment– Once a player has the exploit, he may choose to

use it. His action set is defined as:

• Obsolesce– If either player discovers and patches the exploit

before an attack is executed, all munitions are worthless and the game ends.

ait; the default action if 0:Attack, and end the game.: iW W

A

State Transitions

This state is recurrent until the first

discovery is made

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Our Analysis

• Zero Sum• Two Players• Identical Systems• One zero-day Exploit• Perfect Information

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Solving the game relies on building on cases based on knowledge

NoPlayers

One player

Both Players

Solution Hierarchy; solving the case where neither player has the exploit depends on the one-player case, which in turn depends on the case where both players have the exploit.

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The Base: Both Players know the Exploit

If both players know the exploit, “Attack, Attack” is the optimum solution by iterated elimination of dominated strategies

Player 2 plays: W Player 2 plays: A Player 1 plays: W 1 21, 1, 1V T 2 2a

Player 1 plays: A 1 1a 1 1 2 2a a

We may compute the value of the game for cases where 1 2, ,T 1 20)( ( 0)

State Transitions

This state is recurrent until the first

discovery is made

Not Reachable for optimal players with

perfect knowledge

Absorbing

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Situation II – One player knows the exploit

• Under what circumstances should Player 1 wait (and possibly gain attack value?

• For monotone functions, this is straightforward, but the general case is solved as well.

Player 2 Plays: Wait Player 1 Plays: Wait Y Player 1 Plays: Attack 1a

We may compute the value of the game for cases where 1 2, ,T 1 20)( ( 0)

State Transitions

Not Reachable

StartingHere

Will Player 2 Reach a better state on the

axis?

Before Player 1 Discovers the

Exploit?

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The general case – neither player knows the exploit…

1

1 2 1 2

2

1 2 1 2

1

21,

2

1 2 1

02 1

10,1

2 1

1,11 22

)next state is) )

)next state is) )

next state is) )

(1Pr ,1,0(1 (1

(1Pr ,0,1(1 (1

Pr ,1,1 ,(1 (1

p pTp p p p p p

p pTp p p p p p

p pTp p p p p p

1,0 0,1 1,1

1 * *1,0 0 1 0,1 0 2 1

2,1 1 2

,0,0 ,1,0 ,0,1 ,1,1

( ( 1) 1 ,)

V T V T V T V T

v k v k a a

we can compute the value of the game from any state, including ,0,0T

State Transitions

Not Reachable for optimal players with

perfect knowledge

Absorbing

StartingHere

Who wins?

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Numerical Analysis

Basic CaseIf the players have constant probability of detection, and constant attack value functions, then Player 1 will expect to win if:

ip

)(i ia c

1 1 2 2(1) (1)p a p a

Example IISuppose Players 1 and 2 have attack functions such that:

1

1

2 2 2 2

(0) 0( ) 1 5( ) 5 5

( ) 1

iaaa

a c

.

1 2 3 4 5 6 70.5

1

1.5

2

2.5

3

turns to wait, h

v(h)

, val

ue o

f wai

ting

h tu

rns

Here, we have to compute the optimum number of turns to wait before attacking, which turns out to be 5, matching our intuition

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Example II – the effect of varying 1p

0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1-1

-0.5

0

0.5

1

1.5

2

2.5

p1: Player 1's probability of detection

Val

ue (P

laye

r 1's

poi

nt o

f vie

w)

Example II

1 2 3 4 5 6 71

1.5

2

2.5

3

3.5

4

4.5

5

5.5

6

Holding time,

a1( )

Suppose Players 1 and 2 have attack functions such that:

2 2

1

(1) 1 .3( ) [1,2,3,4,5,3,6]

a pa

Note that since Player 1 has the exploit, Is irrelevant

1p

Example II

1 2 3 4 5 6 7

0.8

1

1.2

1.4

1.6

1.8

2

waiting time, h

Val

ue

Value function associated with example two. We see that the maximum value of occurs at Therefore, in this case, it is not ‘worth it’ to wait.

V 5h

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Extensions

Waiting Times

• What happens if we introduce non-productive waiting times?– Such as administrative approval chains– Or other reasons

• Conclusion: If you are slow to act, you can make it up (a little bit) by increasing capability in other areas, but only to a point.

State Transitions

Discovers Here

Cannot progress until w time periods pass

Waiting Times

0 1 2 3 4 5 6 7 8 9 10-5

-4.5

-4

-3.5

-3

-2.5

-2

-1.5

-1

-0.5

0

Waiting time, w

Pla

yer 1

's e

xpec

ted

payo

ff

Payoff to Player 1 of an otherwise ‘even’ cyber game, where player 1 is forced to wait w time periods after discovery before any action may be taken.

Waiting Times II

0 1 2 3 4 5 6 7 8 90.1

0.2

0.3

0.4

0.5

0.6

0.7

0.8

0.9

1

Waiting time, w

Req

uire

d p 1

Player 1’s Required probability of detection, to ‘break even’ as a function of wait time. Note in this scenario that after 9 time periods, perfect detection is required; further advancements are not possible

1p

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Conclusion

• We present a lexicon and framework for analyzing cyber conflict

• Future work:– Multiple Attacks– Imperfect Information– Incorporating issues outside of cyber (i.e. kinetic)

NPS OR Cyber interest points of contact:

• CDR Harrison Schramm – hcschram@nps.edu– 831 656 2358

• Professor Matt Carlyle– mcarlyle@nps.edu

• Professor Dave Alderson– dalders@nps.edu– 831 656 1814

• Professor Ned Dimitrov– ndimitrov@nps.edu– 831 656 3647

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Backup

State Transitions