On a Generic Security Game Model

On a Generic Security Game Model
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通用安全博弈模型

DOI:
10.4236/ijcns.2017.107008
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发表时间:
2017
期刊:
ArXiv
影响因子:
--
通讯作者:
S. Shiva
S. Shiva
中科院分区:
--
文献类型:
--
作者:
Vivek Shandilya;S. Shiva

文献摘要

被引文献

相似文献

为了保护暴露在互联网上的系统免受攻击,需要一个能够与攻击者交战的安全系统。已经有人尝试将良性和恶意用户和网络管理员之间的参与/交互建模为游戏。在这些工作的基础上,我们提出了一个足够通用的游戏模型,可以捕获这种交互的各种模式。该模型支持不完全信息下的随机博弈。由于错误的传感器导致玩家对当前状态的错误感知,信息是不完美的。为了对分布在其他多个状态上的感知误差进行建模,我们使用传感器输出之间的欧几里德距离。我们构建了一个5状态博弈来表示管理员与用户的交互。这些状态对应于1)用户不在互联网中的系统,并且在登录到系统之后;2)拥有低权限;3)拥有高权限;4)当他成功攻击时;5)被管理员困在蜜罐中。每个州都有自己的动作集。我们向游戏呈现与这些状态的每个不同信息集相对应的不同的感知动作集。该模型支持不完全信息下的随机博弈。不完美的信息是由于错误的传感器导致玩家对当前状态的错误感知。为了对分布在各个状态上的感知误差进行建模,我们使用传感器输出之间的欧几里德距离。给出了一个算例游戏的数值模拟,以显示对参与者的奖励评估和首选策略。我们还给出了在应对多个攻击者和进行协作时制定策略的条件。
To protect the systems exposed to the Internet against attacks, a security system with the capability to engage with the attacker is needed. There have been attempts to model the engagement/interactions between users, both benign and malicious, and network administrators as games. Building on such works, we present a game model which is generic enough to capture various modes of such interactions. The model facilitates stochastic games with imperfect information. The information is imperfect due to erroneous sensors leading to incorrect perception of the current state by the players. To model this error in perception distributed over other multiple states, we use Euclidean distances between the outputs of the sensors. We build a 5-state game to represent the interaction of the administrator with the user. The states correspond to 1) the user being out of the system in the Internet, and after logging in to the system; 2) having low privileges; 3) having high privileges; 4) when he successfully attacks and 5) gets trapped in a honeypot by the administrator. Each state has its own action set. We present the game with a distinct perceived action set corresponding to each distinct information set of these states. The model facilitates stochastic games with imperfect information. The imperfect information is due to erroneous sensors leading to incorrect perception of the current state by the players. To model this error in perception distributed over the states, we use Euclidean distances between outputs of the sensors. A numerical simulation of an example game is presented to show the evaluation of rewards to the players and the preferred strategies. We also present the conditions for formulating the strategies when dealing with more than one attacker and making collaborations.