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7 years in PowerPoint format

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Never asked this question, but one that was much worse. Can I stay longer? ... WoW: 6 million paying $15/month ( $1 billion/year) Traditional client-server model ... – PowerPoint PPT presentation

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Title: 7 years in PowerPoint format


1
7 years in PowerPoint format
  • Wu-chang Feng
  • wuchang_at_cs.pdx.edu

2
Fond memories of RTCL
  • The closed door of 2222 EECS

3
Stay in school, fool!
  • When can I graduate?
  • Never asked this question, but one that was much
    worse

Can I stay longer?
  • A career year thanks to Prof. Shin and Dilip

4
After graduation
  • San Francisco (1999-2001)
  • Proxinet Puma Technology Pumatech
    Intellisync

joined
left
5
Finding my Feng Shui to Oregon
  • 2001-present

6
Academic hijinx!
  • Mergers and acquisitions only happen in industry,
    right?
  • OGI OHSU Portland State University

Donning sporty eye-patches and brandishing
cutlasses (figuratively), computer profs at
Portland State University staged a raid on Oregon
Graduate Institute. The downtown university
snatched 10 tech professors from the Oregon
Health Science University subdivision,
instantly upping its digital cred.
Willamette Week, Sept. 22, 2004 http//www.wweek.c
om/story.php?story5527
7
Current coordinates in Portland
8
Oregon
9
And now for something completely different.
  • Research!

10
The Forensix Computer TiVo
  • Motivation
  • Analyzing and recovering from hacking incidents
    is a costly, time-consuming, human-intensive task
  • Goal of Forensix
  • Build a computer system TiVo
  • Automatic analysis and replay of all activity on
    a computer
  • Build a computer analogy to Back to the Future
  • Selectively undo all activity that a hacker has
    performed

11
The Forensix Computer TiVo
  • What about the costs?
  • Forensic investigator time is expensive
  • Computing and storage resources are cheap and
    plentiful
  • 80 1 year replay log (small web server)
  • 10-20 performance degradation
  • Cost proposition becomes more favorable every day
  • Status
  • Fully functional prototype
  • Replay Shell (demo), Process Tree, Selective undo
  • http//forensix.sourceforge.net/

12
The Forensix Computer TiVo
  • Current work
  • Generalizing the approach
  • From flat event logs to useful state
    reconstruction
  • Audits contain changes of state
  • Queries look at system state at a given time or
    over a given time interval
  • Useful for other applications (distributed
    network diagnosis)
  • Failed network connection
  • Reconstructing network state from distributed
    event logs to debug cause

13
Network-layer proof-of-work
  • Motivation
  • Undesirable communication is currently
    uncontrollable
  • Spam, viruses, worms, denial-of-service attacks
  • Client puzzles
  • A proposal for controlling harmful network
    communication
  • Force a client to solve a hard puzzle before
    giving service
  • IP puzzles
  • Add client puzzles into the Internet's
    fundamental layer to thwart all possible network
    attacks

14
Network-layer proof-of-work
  • Status
  • Fully functional iptables implementation
  • 180,000 puzzles/sec on commodity hardware
  • 1Gbs for per-packet puzzles with MTU packets
  • Puzzle generation 1µs
  • Puzzle verification 1µs, constant amount of
    state
  • Small packet overhead
  • Puzzle question 40 bytes
  • Puzzle answer 20 bytes
  • http//ippuzzles.sourceforge.net/

15
Network-layer proof-of-work (Take 2)
  • Problems with IP puzzles
  • Flooding the issuer and verifier system
  • Developing new cryptographic primitives
  • Flooding links leading to puzzle system
  • Publicly auditable proof-of-work
  • Verifiers at client edge
  • Single puzzle function per source, but
    per-request work
  • Issuer easily protected from flooding
  • Is it provably secure?
  • Provide puzzle protocols with the same provable
    treatment as other security protocols

16
Characterizing On-line Games
  • Successful on-line games require enormous
    infrastructure and satisfied players
  • Goal
  • Characterize aggregate game workloads to
    provision resources
  • Real-time GameSpy aggregate data for over 100
    on-line games since 2002.
  • Characterize players to better deliver new
    content and incentives
  • Complete event log for Eve On-line MMORPG
  • Complete event log for a popular Counter-strike
    server
  • http//www.thefengs.com/wuchang/work/cstrike

17
Securing On-line Games
  • Cheating exists in every on-line game
  • Directly impacts game revenue
  • Causes paying players to quit
  • Prevents new players from joining
  • Goal
  • Applying bit-commitment and information hiding to
    ensure cheat-proof playout

http//www.thefengs.com/wuchang/work/cstrike
18
Securing On-line Games
  • Information exposure cheats
  • Warcraft3

19
Securing On-line Games
  • Information exposure cheats
  • Warcraft3 with Maphack (reveal map and enemy
    units)

20
Scaling On-line Games
  • Persistent MMORPGs are big business
  • WoW 6 million paying 15/month ( 1
    billion/year)
  • Traditional client-server model
  • Content creation by game publisher
  • Hosting by game publisher
  • Public server
  • Content creation by users
  • Hosting by users
  • No persistence

21
Scaling On-line Games
  • Goal
  • Develop public server MMORPG
  • Technical challenges
  • Managing persistence
  • Creating a tamper-resistant virtual economy
  • Handling unstable infrastructure

http//www.thefengs.com/wuchang/work/cstrike
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