31
A Game Theoretic Model of Strategic Conflict in Cyberspace Operations Research Department Naval Postgraduate School, Monterey, CA 80 th MORS 12 June, 2012 Harrison C. Schramm David L. Alderson W. Matthew Carlyle Nedialko B. Dimitrov

A Game Theoretic Model of Strategic Conflict in Cyberspace

  • Upload
    zaina

  • View
    31

  • Download
    0

Embed Size (px)

DESCRIPTION

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

Citation preview

Page 1: 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

Page 2: A Game Theoretic Model  of Strategic Conflict in Cyberspace

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?

Page 3: A Game Theoretic Model  of Strategic Conflict in Cyberspace

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.

Page 4: A Game Theoretic Model  of Strategic Conflict in Cyberspace

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

Page 5: A Game Theoretic Model  of Strategic Conflict in Cyberspace

5

Cyber munition life-cycle

Discovery

Development

Obsolescence Employment

Adversary Patch

Page 6: A Game Theoretic Model  of Strategic Conflict in Cyberspace

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

Page 7: A Game Theoretic Model  of Strategic Conflict in Cyberspace

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

Page 8: A Game Theoretic Model  of Strategic Conflict in Cyberspace

State Transitions

This state is recurrent until the first

discovery is made

Page 9: A Game Theoretic Model  of Strategic Conflict in Cyberspace

9

Our Analysis

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

Page 10: A Game Theoretic Model  of Strategic Conflict in Cyberspace

10

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.

Page 11: A Game Theoretic Model  of Strategic Conflict in Cyberspace

11

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)

Page 12: A Game Theoretic Model  of Strategic Conflict in Cyberspace

State Transitions

This state is recurrent until the first

discovery is made

Not Reachable for optimal players with

perfect knowledge

Absorbing

Page 13: A Game Theoretic Model  of Strategic Conflict in Cyberspace

13

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)

Page 14: A Game Theoretic Model  of Strategic Conflict in Cyberspace

State Transitions

Not Reachable

StartingHere

Will Player 2 Reach a better state on the

axis?

Before Player 1 Discovers the

Exploit?

Page 15: A Game Theoretic Model  of Strategic Conflict in Cyberspace

15

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

Page 16: A Game Theoretic Model  of Strategic Conflict in Cyberspace

State Transitions

Not Reachable for optimal players with

perfect knowledge

Absorbing

StartingHere

Who wins?

Page 17: A Game Theoretic Model  of Strategic Conflict in Cyberspace

17

Numerical Analysis

Page 18: A Game Theoretic Model  of Strategic Conflict in Cyberspace

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

Page 19: A Game Theoretic Model  of Strategic Conflict in Cyberspace

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

Page 20: A Game Theoretic Model  of Strategic Conflict in Cyberspace

20

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)

Page 21: A Game Theoretic Model  of Strategic Conflict in Cyberspace

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

Page 22: A Game Theoretic Model  of Strategic Conflict in Cyberspace

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

Page 23: A Game Theoretic Model  of Strategic Conflict in Cyberspace

23

Extensions

Page 24: A Game Theoretic Model  of Strategic Conflict in Cyberspace

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.

Page 25: A Game Theoretic Model  of Strategic Conflict in Cyberspace

State Transitions

Discovers Here

Cannot progress until w time periods pass

Page 26: A Game Theoretic Model  of Strategic Conflict in Cyberspace

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.

Page 27: A Game Theoretic Model  of Strategic Conflict in Cyberspace

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

Page 28: A Game Theoretic Model  of Strategic Conflict in Cyberspace

28

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)

Page 29: A Game Theoretic Model  of Strategic Conflict in Cyberspace

NPS OR Cyber interest points of contact:

• CDR Harrison Schramm – [email protected]– 831 656 2358

• Professor Matt Carlyle– [email protected]

• Professor Dave Alderson– [email protected]– 831 656 1814

• Professor Ned Dimitrov– [email protected]– 831 656 3647

Page 30: A Game Theoretic Model  of Strategic Conflict in Cyberspace

30

Backup

Page 31: A Game Theoretic Model  of Strategic Conflict in Cyberspace

State Transitions