A Game Theoretic Approach for Active Defense Peng Liu Lab. for Info. and Sys. Security University of Maryland, Baltimore County Baltimore, MD 21250 OASIS, March 2002 1 Evolution of Defensive Computing Systems Survivability Intrusion Detection Prevention - authentication, access control, inference control, information flows, encryption, keys, signatures, ... - host-based, network-based, misuse detection, anomaly detection, ... - assessment - repair - isolation -containment - replication - segmentation - masking - migration - quorums - voting - reconfiguration - … ... However, many existing defensive computing systems are passive!. 2 Many IDS are passive • Static intrusion detection -- fixed IDS configuration • Adaptive intrusion detection -- reactive but not active – adapting IDS configuration to the changing environment – most successful when new attacks follow the same trend Passive -- the defense lags behind the offense. 3 Many existing intrusion tolerant systems are passive Environment Tuner An intrusion tolerant system attacks good accesses • Reactive adaptations work well when the environment gradually changes following the same trend • When the environment suddenly changes, the adaptation latency can be significant, during which the system is not stable and can perform very poorly 4 ITDB is passive Tuner Authorized but malicious transactions Mediator & Damage Container suspicious transactions alarms Intrusion Detector trails malicious transactions merge isolation database assess repair alarms discard Repair manager trails 5 Active Defense Systems Environment An attacking system Tuner battle An intrusion tolerant system good accesses 6 A game theoretic approach for active defense Game Player 1 An intrusion tolerant system Defense strategy Attack strategy strategy space Player 2 An attacking system strategy space Payoff-1 (D, A) Payoff-2 (D, A) time • The game should have multiple phases • The simplest case should be repeated games 7 A simple game Prisoner 2 high risk Deny Deny Confess -1, -1 -9, 0 0, -9 -6, -6 Prisoner 1 Confess Nash equilibrium • Rational players: maximum payoffs with minimum risks • Rational prediction -- Nash equilibrium -- (confess, confess) – player 1’s predicted strategy is player 1’s best response to the predicted strategy of player 2, and vice versa – no single player wants to deviate from his or her predicted strategy 8 A motivating example Merchant Acquiring Bank Fraud Detection • credit card transactions • fraud detection – a profile for each card (customer) – distance (transaction, profile) indicates the anomaly – raising several levels of alarms based on the distance using a set of thresholds • challenge -- how to – minimize the fraud loss – minimize the denial-of-service Account information Issuing Bank 9 Anomaly Detection System Specification 10 A game for active fraud defense (1) Payoff ugood Types Good guy Probability 1-θ believes θ Customer ubad Fraud Detection System Bad guy uads = (1- θ)uads,good + θ uads, bad Bayesian 2-player active defense game 11 A game for active fraud defense (2) • Assumption: the profile of each customer is simply specified by the transaction amount u good 0 if | amount Pi | TH if | amount Pi | TH DoS (amount ) ubad amount 0 uads, good uads,bad b.TH 0 amount 0 if | amount Pi | TH if | amount Pi | TH if | amount Pi | TH if | amount Pi | TH if | amount Pi | TH if | amount Pi | TH 12 Attack Prediction Game 13 A naïve approach • Assumption: the attacker knows Pi • The Nash Equilibrium is: – when b=0 • the FDS’s stategy is: TH=0 • the good guy’s strategy is: amount=Pi • the bad guy’s strategy is: amount =Pi – when b>0 • there is no (pure strategy) Nash equilibrium • since the FDS wants to outguess the bad guy and vice versa However, Pi is usually not completely known to the bad guy! 14 A probabilistic approach • Assumption: the attacker only knows a distribution of Pi, e.g., a normal distribution • The Nash Equilibrium (TH*, Ag*, Ab*) must satisfy: | Ag * Pi | TH * r2 max Ab f ( x)dx Ab r1 here r1 max( 0, Ab TH *) r 2 min( CL, Ab TH *) max (1 )b.TH . Ab * .h( Ab*, Pi, TH ) TH Pi 2TH However, when b is very small: TH * | Ab * Pi | Ab* CL 0 15 Adding more uncertainty • Motivation: in many cases, the FDS is uncertain about the attacker’s strategy • Assumption: the attacker’s strategy is randomly distributed over an attack window [X, X+B] where B is fixed • The results are: CL Pi 0 X X+B Question: which X is best for the bad guy? 16 Preliminary results (1) Attacker strategy Figure 1: The relationship between the attacker's strategy and ADS strategy, given different attacking ranges 90 80 70 60 50 40 30 20 10 0 B=20 B=40 B=60 0 20 40 60 80 100 Threshold 17 Preliminary results (2) Figure 2b: The relationship between normal user's profile and IDS strategy, given different bandwidth rewards (B=40, Sita=0.05) ADS Threshold 100 80 60 40 bandwidth=0.001 bandwidth=0.06 bandwidth=0.2 20 0 -20 0 20 40 60 80 100 User profile 18 Preliminary results (3) Attacker Strategy Figure 3b: The relationship betw een norm al user's profile and attacker strategy, given different bandw idth rew ards (B=40, Sita=0.05) 80 70 60 50 40 30 20 10 0 bandw idth=0.001 bandw idth=0.06 bandw idth=0.2 0 20 40 60 User profile 80 100 19 Preliminary results (4) Attacker success rate Figure 4b: The relationship betw een normal user's profile and attacker success rate, given different bandw idth rew ards (B=40, Sita=0.05) 1 0.8 0.6 0.4 bandw idth=0.001 bandw idth=0.06 bandw idth=0.2 0.2 0 0 20 40 60 80 100 User profile 20 The impact on false alarm rate and detection rate • The false alarm rate is dependent on the behavior of the good guy – If the good guy takes Nash strategies, the false alarm rate is 0 • The detection rate can be predicted using the Nash Equilibrium • Since in many practical defense systems there is incomplete information to compute the Nash Equilibrium, the false alarm rate is usually not zero, and the detection rate can only be approximately predicted 21 Suggestions to card holders • Have multiple cards • Each card has converged usage 22 Broader Attack Prediction Applications Attack Space Valuable games New attacks Not valuable games Known types of attacks New types of attacks 23 Example 1: new attacks • There is a game for each new attack, however, – the attacker knows a lot about it but the defender knows very little – the attacker knows a lot about the Nash equilibrium, but the defender does not know – the attacker will not inform the defender what he or she knows • As a result, the attacker can exploit the nature of asymmetric information sharing to win more! • The defender can start to play the game only after the new attack happens 24 Example 2: code red Web server Attacker Patch Low probability of being captured Code Red None 0, -1 10, -10 0, -1 0, 0 Patch High probability of being captured Code Red None -5, -1 5, -10 0, -1 0, 0 None Nash equilibrium None 25 Potential impact • Nash equilibrium are rational predictions for attacks • Nash equilibrium can guide better defensive system design 26 Questions? Thank you! 27
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