The document discusses the application of game theory in network security, focusing on the interactions between attackers and defenders. It outlines various classifications of games and their relevance to security scenarios, detailing strategies and mathematical modeling for intrusion detection systems. The limitations of existing models and directions for future research are also highlighted.
Overview of network types, importance of security devices, and their classification into preventive and reactive systems.
Explanation of Intrusion Detection Systems (IDS) and their limitations, highlighting the need for advanced solutions like game theory.
Fundamentals of game theory including key elements like players, actions, payoffs, and types of games, emphasizing strategic decision-making.
Application of game theory to network security, discussing attacker-defender dynamics, security games, and collaborative IDS networks, including research directions and limitations.
Mention of key references related to game theory and network security along with a thank you note.
Agenda:
•Introduction
•What is TheGame Theory?
•Games Classifications
•Game Theory and Network
Security
•Examples on Game Theory in
Network Security
•Limitations of Game Theory
and directions of research
3.
Introduction:
• Networks today:
• Personal
• Business and governments
(more advanced security)
• Security Devices:
• Preventive (Firewalls)
• Reactive (Anti-viruses and IDSs)
4.
Intrusion Detection System
(IDS):
• Monitors the system
• Determine the occurrence of attacks
• Notify network administrator or takes decision
on it’s own (Intrusion Prevention System IPS)
5.
Problems with IDSs:
Notsophisticated enough:
• Source Address
• Encrypted Packets
• False Alarms
Suggested Solution is GAME THEORY
6.
What is GameTheory?
• The study of strategic decision making.
• A mathematical tool used to describe and solve
games depending on 4 basic elements:
1. Players:
The entities involved in the game
whether human, animal, devices,
organizations or any objects that can
interact with each other.
7.
2. Actions:
In eachmove, a player takes an action.
Game theory assumes that each player knows
the possible action of other player(s).
3. Payoff:
The return of each player.
It might be positive or negative.
4. Strategies:
A player’s strategy is their plan of
action that specifies which action
to take based on their knowledge of
action history.
8.
Types of Games:
Accordingto the past four elements, games can be
classified into:
1- Cooperative and non-cooperative:
Players can communicate while planning in a cooperative
game. In non-cooperative games this is not allowed. Mostly
this classification is not considered a game classification.
2- Symmetric and asymmetric:
Payoffs depend on the strategy not the
player in a symmetric game. In asymmetric
games, payoffs depend on the player.
9.
Types of Games:
3-Zero- sum and non-zero -sum:
A player wins the amount loosed by
the opponent in a zero sum game.
No increasing or decreasing in
resources.
4- Simultaneous and Sequential:
Simultaneous games are games where
players move simultaneously,
or if they do not move simult-
aneously, the later players are
unaware of the earlier players' actions.
Sequential games (or dynamic games)
are games where later players have some
knowledge about earlier actions.
10.
Types of Games:
5-Perfect information and imperfect
information:
A game is one of perfect information if all players
know the moves previously made by
all other players. Thus, only sequential
games can be games of perfect
information because players in
simultaneous games do not know
the actions of the other players.
6- Combinatorial games
Games in which the difficulty of finding
an optimal strategy comes from the
multiplicity of possible moves.
11.
Game Theory inNetwork
Security:
The main scenario:
Attackers launch attacks on
network or computer systems,
and defenders respond to these attacks.
Main entities:
• System
• Attacker
• IDS or virtual sensors
• Defender
12.
Security and PrivacyGames in
Computer Networks:
Security of physical and MAC layers:
Zero- sum game.
Required by attacker:
Denial of service.
Required by defender:
Communication of transmitter
and receiver.
Problem model:
• R(T, R, J)
• Transmitter and receiver seek to minimize
R ( transmitter can amplify the signal).
• Attacker seeks to maximize
R ( can add noise).
13.
Security and PrivacyGames in
Computer Network:
IDS Configuration:
Stochastic Game
Parameters to be modeled:
• Monetary value of protected assets (w)
• Detection rate (d) and false alarm rate (f)
• Cost of attacking (ca) and monitoring (cm)
• Probability of a node being malicious (m)
Suggested mathematical model:
m < [(1+f)w+cm]/(2d+f-1)w
14.
Security and PrivacyGames in
Computer Networks:
Collaborative IDS Networks:
Modeling is based on trusted value or previous
collaborative history.
15.
Directions of Researchand
Limitations:
Research:
• Building game models for 3 or more players.
• Development of proper payoff
functions.
• Wireless Networks
Limitations:
• Ad hoc scheme that depends on the case and application itself.
• An IDS’s ability to detect attacks plays
an important role in security games modeling.
• Agents aren’t fully rational.
• How to assess and quantify network security?
(“ We are doomed if we don’t apply
more security”/ “no need to worry, everything
is fine.”)
16.
References:
Paper:
1- Game Theoryfor Network Security
Xiannuan Liang and Yang Xiao, Senior Member, IEEE
2013
2- Game Theory Meets Network Security and Privacy
• Mohammad Hossein Manshaeiy, Isfahan University of Technology (IUT), Iran
• Quanyan Zhu, University of Illinois at Urbana-Champaign (UIUC), USA
• Tansu Alpcanz, University of Melbourne, Australia
• Tamer Basar, University of Illinois at Urbana-Champaign (UIUC), USA
• Jean-Pierre Hubaux, Ecole Polytechnique Federale de Lausanne (EPFL), Switzerland
2011
Links:
For more on Game Theory and more game approaches:
http://en.wikipedia.org/wiki/Game_theory
The International Conference on Game Theory for Networks:
http://gamenets.org/2012/show/home