Indian Journal of Science and Technology, Vol 7(10), 1618–1624, October 2014 ISSN (Print) : 0974-6846 ISSN (Online) : 0974-5645 Defense against SYN-flooding Attacks by using Game Theory Sara Abbasvand1, Seyyed Nasser Seyyed Hashemi2* and Shahram Jamali3 Department of Computer Engineering, Tabriz Branch, Islamic Azad University, Tabriz, Iran 2 Young Researchers Club, Ardabil Branch, Islamic Azad University, Ardabil, Iran; [email protected] 3 Department of Computer Engineering, Mohaghegh Ardabili University, Ardabil, Iran 1 Abstract Connection Management phase of TCP is susceptible to a classic attack that is called SYN-flooding. In this attack, source sends many SYN packets to the victim computer, but does not complete three-way handshaking algorithms. This quickly consumes the resources allocated for communication in the under attack system and hence prevents it from serving other connection requests. This attack causes the victim host to populate its backlog queue with forged TCP connections. In other words it increases the number of legal connections rejected due to limited buffer space. In this paper, the under attack system are modeled by using queuing theory and then a game theoretic approach is employed to defend against SYNflooding attacks. The simulation results show that the proposed defense mechanism improves performance of the under attack system in terms of the ration of blocked connections and the buffer space occupied by attack requests. Keywords: DoS, Game Theory, SYN-flooding Attacks, TCP 1. Introduction Internet Security is of a great concern as most of our activities are connected to the internet technology. Accordingly, there has been a spur in communication network research1,2,19. One of the security breaches is Denial-ofService (DoS) attack. In this the attackers try to prevent legal users from gaining a normal network service4,25,29. In 22 , an overview of Distributed Denial-of-Service (DDoS) problem and Inherent vulnerabilities in the Internet architecture are provided. Recent evaluations11,12 show that DoS attacks ranks at the fourth place in the list of the most important attack classes for information systems. More than 90% of Distributed Denial-of-Service attacks exploit a system’s Transmission Control Protocol (TCP)28. A well-known DoS attack is SYN-flooding attack. A TCP connection is established in what is known as a 3-way handshake. When a client attempts to establish a TCP *Author for correspondence connection to a server, first, the client requests a connection by sending a SYN packet to the server. Then, the server returns a SYN-ACK, to the client. Finally, the client acknowledges the SYN-ACK with an ACK, at this point the connection is established and data transfer starts23,31. In a SYN-flooding attack, attackers use this protocol to their benefit. The attacker sends many SYN packets to the server. Each of these packets has to be handled like a connection request by the server, so the server must answer with a SYN-ACK. The attacker does not answer to the SYN-ACK, which will cause the server to be awaited for a reply from a large quantity of connections. There are a few connections that a server can handle. Once all of these are in use, server cannot serve to any other connection requests. In the following, we briefly review some proposed defenses for this kind of attack. Sallhammar in 24, unlike our approach, have used a probability game to calculate the behavior of the attacker. Alpcan in 3, proposed a Sara Abbasvand, Seyyed Nasser Seyyed Hashemi and Shahram Jamali two-person zero-sum Markov games for capturing interactions between attackers and an IDS. Khirwadkar in 14 has used a repetitive game to model interactions between attackers. Chang6 mentioned a simple queuing model for the SYN-flooding attack. Long15 proposed two queuing models to get the probability of packet loss. Gligor in 9 and 32 observed that the time is serious in defining denial of service. He suggested that the Maximum Waiting Time (MWT) should be allocated to each service provided by the computer system. Wang also in 29 to evaluate DoS attacks on computer networks used a queuing model. Crosby in 8 presents an example of a bandwidth attack, but it does not present a general mechanism for detecting attacks and to prevent DoS attacks, suggests an algorithm with low vulnerability. Warrende and Forrest in 30 have presented a model that can detect DoS attacks. In this method, if a program may use more than one source, other programs wait until that program leave the system and free the allocated resources. We believe that to face SYN-flooding, there is a need for algorithm which is independent and is aware of the dynamic traffic of the network and changes the defense parameters of the system according to network traffic conditions. The parameters noted in this paper are the maximum number of half-open connections (m) and the hold time (h) of these connections whereby the optimized values of these parameters are determined based on the network conditions by game theory strategies. The rest of the paper organized as follow. We will present a brief overview of the various applications of game theory in computer networks in section 2. Our proposed strategies to defend against SYN-flooding attacks are discussed in section 3. The simulation experiments results are demonstrated in section 4, and finally conclusion remarks are available in section 5. 2. Game Theory One of the applications of game theory in computer networks is used in wireless networks. Game theory in the wireless network to develop a stable application perception point for the networks create of the selfish nodes, nodes are introduced as players. Cooperative game theory, have many applications in wireless networks. Coalitional game theory deals with the cooperative behavior. In the coalitional game, the important thing is the structure of cooperative nodes. Coalitions between several players, their utilities function will lead to be improved. Vol 7 (10) | October 2014 | www.indjst.org Game theory is a powerful tool for modeling cooperative behavior of wireless networks such as the cognitive radio networks7,20. Also, game theory has many applications in Ad-Hoc networks18,26,27,5. Another application of game theory in computer networks is the application of network security. In the topic of network security, the presented works are classified into six main categories: security of the physical and MAC layers, application layer security in mobile networks, intrusion-detection systems, anonymity and privacy, economics of network security and cryptography. In each category, players and game models have been defining and the main results of selected works, such as equilibrium analysis and security mechanism designs are summarized17,21,33. Game theory can be used in congestion control. An integrated algorithm is included these specifications: Distributed, Iterative, Selfishness, Fairness, Provide an integrated solution for routing and flow control, Based mathematical model to analyze algorithms and Matching technological capabilities with the algorithms (TCP). Game theory has the potential to analyze the situation10,13,16. The parameters m and h are the two main parameters in TCP that used by the attackers. In TCP protocol, these values are fixed quantities that do not change over time. In the network platform environment which is constantly changing, there is need to change these parameters values dynamically over time according to the network status. In this way, server can detect and prevent its resources against attacks. For this purpose, we use game theory to employ a variety of strategies for m and h to reach good performance. 2.1 SFDM Game This paper provides a mechanism for defense against SYN-flooding attacks. For this purpose, it is proposed a zero-sum game between the regular users and attackers. In the proposed game that we are identified with the name of the SFDM game, regular users and attackers are players and rules of the game are designed by four types of strategies. In this game, regular players are playing cooperative game with each other and their purpose is avoiding the under control server buffer occupancy, to improve the efficiency of the whole network. Regular players and attackers are playing a zero-sum game with together. Figure 1 shows the network topology of the proposed game. Indian Journal of Science and Technology 1619 Defense against SYN-flooding Attacks by using Game Theory Table 1. The game strategies Half-open connections Hold time number (m) (h) Figure 1. The network topology. As said, as the requests with SYN packets enter the server, the TCP protocol places them in the backup buffer, and allocates needed resources from the backup buffer for the establishment of a complete connection. This state is called the half-open state. On the other hand, the number of half-open connection that a server can create is limited and have a maximum value. In the SFDM game, buffer length equal to maximum number of half-open connection is called m and half-open connection for attack packets are held with h time. Regular and attack requests enter the system and if buffer has free space, the new half-open connections are placed in the buffer. But if the buffer is full, arrived requests will be blocked. In this game, behavior of the system is simulated based on four strategies for different m, h (Table 1) and obtained parameters such as loss probability (Ploss), regular request buffer occupancy percentage (Pr) and attack request buffer occupancy percentage (Pa). Explanations for these three parameters are in the follow. A new arrived packet is blocked when the server’s buffer is full and cannot respond to a received request to create a connection. So, we define the Ploss as the ratio of the total number blocked packets to the total numbers of packets that have entered the server. The average ratio of the number of half-open connection created by regular requests to the total requests into the server is called regular request buffer occupancy percentage (Pr). The average ratio of the number of half-open connection created by attack requests to the total requests into the server is called attack request buffer occupancy percentage (Pa). 1620 Vol 7 (10) | October 2014 | www.indjst.org Strategy 1 Increase Increase Strategy 2 Increase Decrease Strategy 3 Decrease Increase Strategy 4 Decrease Decrease In order to increase the capability of a server to providing services, the value of Ploss must be enough small. Also in order that a server provides more services to the normal requests, the value of buffer ownership by normal requests must be enough big, and the time of ownership of buffer be the attack requests must be enough small. Thus objectives of this paper are: 1. Reducing the value of request blockage. 2. Increase of percent and time of occupancy of buffer by regular requests 3. Reduction of percent and time of buffer occupancy by attack requests We use this information and define the purposed function for SFDM game as Equation 1 and maximizing this function’s value is objective. So, the more maximize of the function’s value, the more ability to service to regular requests. F(t) = Pr / (Pa × Ploss) (1) 2.2 Defense mechanism to SFDM game In SFDM game, the method is such that the server at first using the initial parameters m and h (default on Linux) starts the service. In this game, strategies of m, h are as in Table 1. In order that defender player can be select the next move of existing strategies, we have to consider weight for each motion. We show the weight of each motion with W[i] and values for i are1, 2, 3 and 4. The value of Pr, Pa and Ploss are estimated in the short period of time. At the end of each period, objective function F(t) is calculated. If the new objective value is improved in comparison with the objective function value in the previous period, the weight value of the selected strategy in the last period increases and vice versa. For the next period, the best strategy is selected according to best values in the W. Indian Journal of Science and Technology Sara Abbasvand, Seyyed Nasser Seyyed Hashemi and Shahram Jamali Figure 2. Flowchart of the strategy selection 3. Result and Simulation In order to evaluation of our proposed defense scheme, we conducted extensive packet-level simulation by well-known NS-2 simulator. As shown in Figure 1, we supposed a victim server that sufficient number of regular and attack connections were trying to occupy the server’s buffer. As we explained in subsection 3.1, there important parameters are our fundamental criteria to evaluation of defense mechanism which they were Ploss, Pa and Pr. The two last parameters implicitly denote the amount of buffers that occupied by attack and regular connections respectively. So, the comparison of them in two could reveal the amount of improvement in term of buffer utilization. Moreover, to evaluate the effectiveness of the proposed defense mechanism, we selected the wellknown Linux operation system as a comparison platform and we compared SFDM results with the TCP results that employed on Linux. In Linux, m and h are constant values and we can claim that there is no defense scheme in order to counter with this kind of attacks, but in SFDM m and h change according to the different strategies of the game. In the TCP on the Linux, maximum number of half-connections which are allowed to be hold is 120 and half-connection duration is 2 minutes. We selected these Linux values as the default values for SFDM, too. Vol 7 (10) | October 2014 | www.indjst.org In the presented scenario, the other important parameters are as follows: Bandwidth between links is equal to 50mbps, link delay is 1ms, maximum buffer length is 1000 and total simulation time is 50s. As mentioned in the previous section, Ploss represents the ratio of blocked connections because of the fullness of the server buffer. It is apparent that reduction of this ratio is so crucial. Hence, we begin with comparison of Ploss ratio in Figure 3. As demonstrated in this Figure, our proposed defense mechanism could extremely reduce Ploss ratio in comparison with Linux with no defense scheme. So, significant percentage of the incoming connections will be processed. As result, our proposed defense mechanism improves availability of the server for users. As seen in this Figure, the blocked requests in Linux without defense remains almost constant but the amount in the SFDM decreases over time. As mentioned before, Attack connections tend to occupy server buffer and remain there as much as possible. So there will be no more space on buffer to store and respond to regular connection. Figure 4 demonstrate the buffer occupancy status by attack and regular connections without defense mechanism just like Linux. You can see that after a while, virtually the buffer entirely has occupied by attack connections and Indian Journal of Science and Technology 1621 Defense against SYN-flooding Attacks by using Game Theory Figure 3. Loss ratio of requests. Figure 5. Sink buffer occupancy (with defense). Figure 4. Sink buffer occupancy (without defense). it is catastrophic to server, because in such situation, the server becomes unavailable to users. Figure 5 shows the Sink buffer occupancy using the proposed defense mechanism. With incoming a new connections, SFDM expels some half-connections which they seems are not regular connection. So some space becomes available for new connections. As seen in the Figure 5, Sink buffer occupancy percentage by attack requests has reduced significantly, in contrast, Sink buffer occupancy percentage by regular requests have increased significantly. This shows the success and positive impact defensive of strategies in the SFDM game. Since the amount of the attack requests is always greater than the amount of the regular requests, hence the percentage of attack connections occupancy is greater than the percentage of regular requests occupancy in the buffer. In order to better illustration of the amount of improvement in term of buffer occupancy, we compared buffer occupancy ratio in the case of the defense mechanism existence and without defense mechanism separately for regular connections and attack connections. Figure 6 demonstrates the percentage of regular connections occupancy in the buffer for both cases of SFDM 1622 Vol 7 (10) | October 2014 | www.indjst.org Figure 6. Sink buffer occupancy with regular requests. which employ defense mechanism and Linux which employ no defense mechanism. It is obvious that the contribution of regular connections has increased significantly in the buffer. Similar to Figure 6, one can observe the percentages of attack connections occupancy in the Figure 7. The percentage of attack connection occupancy has diminished tremendously in the case of defense mechanism employment. This result achieved because the SFDM prevented the attack connections to be hold in buffer for long time. The results confirm that our defensive method has reduced the bad effects of SYN-flooding attack on the server. Though improving the responsiveness of the server, SFDM has succeeded in providing more service to regular users. The last interesting behavior of the SFDM is the dynamics of the half-connection hold time and server buffer length over the simulation time which they can seen in the Figure 8 and Figure 9, respectively. Indian Journal of Science and Technology Sara Abbasvand, Seyyed Nasser Seyyed Hashemi and Shahram Jamali a defense mechanism, we use a variety of strategies for players in this framework; we provide intelligent defense mechanism which adjusts the parameters of the system under attack dynamically. The simulation results which conducted by NS-2 environment confirmed the improvement of our proposed method in terms of efficient buffer occupancy by connections and specially responsiveness and availability of the under attack server. 5. References Figure 7. Sink buffer occupancy with attackers. Figure 8. Half connection time. Figure 9. Sink buffer length. 4. Conclusion This paper represented a novel approach for defense against SYN-flooding attacks. In order to defend against SYN-flooding attacks, we modeled the system under attack by using game theory and defending against these attacks to have defined a zero-sum game. Then, to provide Vol 7 (10) | October 2014 | www.indjst.org 1.Alam M. 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