Dealing with Curious Players in Secure Networks - PowerPoint PPT Presentation

1 / 21
About This Presentation
Title:

Dealing with Curious Players in Secure Networks

Description:

Dealing with Curious Players in Secure Networks. By. Liam Wagner. Department of Mathematics and ... Dial-M'02, 2002. Wagner, L.D., Curious Players in Secure ... – PowerPoint PPT presentation

Number of Views:29
Avg rating:3.0/5.0
Slides: 22
Provided by: liamw2
Category:

less

Transcript and Presenter's Notes

Title: Dealing with Curious Players in Secure Networks


1
Dealing with Curious Players in Secure Networks
  • By
  • Liam Wagner
  • Department of Mathematics and
  • St Johns College within

Email LDW_at_maths.uq.edu.au Web
http//www.maths.uq.edu.au/ldw
2
Abstract
  • In secure communications networks there are a
    great number of user behavioural problems which
    need to be dealt with. Curious players pose a
    very real and serious threat to the integrity of
    such a network. By traversing a network a Curious
    player could uncover secret information which
    that user has no need to know, by simply posing
    as a loyalty check. Loyalty checks are done
    simply to gauge the integrity of the network with
    respect to players who act in a Malicious manner.
    We wish to propose a method which can deal with
    Curious players trying to obtain "Need to Know"
    information using a combined Fault-tolerant,
    Cryptographic and Game Theoretic Approach.

3
Outline of Seminar
  • Background to this problem.
  • The Byzantine generals problem and its use in
    network signaling.
  • Secure communication using Byzantine Agreements.
  • Getting rid of Curious players in a network.
  • Protocol.
  • Further work and conclusion.

4
Introduction
  • How do you uncover a traitor in a network of
    agents when you can only use their messages as a
    measure of their loyalty?
  • A reliable communications system must be able to
    cope with failure of one or more of its
    components.
  • Users must also be included in the scheme and
    classified as components of this system.

5
Curious Huh?
  • The concept of a Curious Player in networks was
    first used to describe a method of information
    extraction.
  • Why Curious?
  • Players can traverse the network to extract
    information from other players
  • This information may or may not be normally
    accessible to all players
  • An appropriate level of clearance may be required
  • Information could also require the Need-to-Know

6
The man who knew too much!
  • Curious players use trust/reputation to obtain
    information out of a network.
  • Curious players arent likely to present a threat
    to the integrity of the information flowing
    through the network.
  • Their main motivation is extraction
  • Malicious players however use there position to
    undermine the network.

7
The man who knew too little!
  • The main danger in not seeking out curiosity is
    the possibility of attack by some third party who
    has been dealt information from the curious
    player.
  • In a conventional network the grand designer may
    be unaware of the amount of information flowing
    to all the other players.
  • Current methods to uncover traitors usually focus
    on malicious players whose intent is to destroy
    the integrity of the network.
  • Without questioning all players on what they have
    distributed across the network the grand designer
    is helpless.
  • Furthermore how can the grand designer know if
    the players know to much?

8
Games and Cryptography
  • The current literature uses game theory to model
    the behaviour of networks of this type to try and
    find and eliminate errors.
  • We will need to introduce the use of games and
    fault tolerance to build the structure for our
    own work.

9
The Byzantine Generals Problem
  • Lamport describes the way to conceptualise the
    BGP is to use the example of the Byzantine army
    poised for attack.
  • A collective decision based on all the available
    facts and played out by each division in unison.
  • However in some cases there may be a traitor.

10
Byzantine Agreements
  • The possibility of reaching agreement in the
    presence of faults was first introduced by Pease,
    Shostak and Lamport PSL
  • The standard formulation of this problem is as
    follows
  • We design a protocol that allows the uncorrupted
    parties to agree on a common value.
  • This agreed value is the input for an uncorrupted
    party
  • This is a very limited specific case of secure
    multiparty computation Cannetti

11
BA in Secure Communication I
  • Given a set of n players and an additional
    trusted party which may be referred to as a grand
    designer.
  • There are various goals that can be achieved in
    terms of correct, reliable and leak-free
    communication.
  • In fact, all they need to do is relay their input
    values to the party who can compute any functions
    of these inputs and communicate to every player
    any data desired.
  • In broad terms, our mission is to provide a
    protocol for the n parties to achieve all the
    tasks in the absence of a trusted party.

12
Cdr
x
z
y
z
y
Lieut 1
Lieut 2
Lieut 3
x
y
x
z
13
Prevention is better than Cure!
  • The possibility of having players inside a
    network becoming curious is too great.
  • What the current literature doesnt provide for
    are measures which could actively deter
    curiosity.
  • Some however search for users who try to
    recombine access structures which they may not be
    permitted to do.

14
Mechanism Design
  • To institute a scheme to outwit this type of
    behaviour we must place certain rules on each
    player.
  • By standardizing the way in which each player
    receives and deals with packets of information we
    can place restrictions on each players set of
    possible moves.

15
Mechanism Design II
  • Each player keeps 2 information sets.
  • Information gathered or created
  • Information transferred by other players
  • Partioned to allow for both digital signatures
    applied to documents and full documents.
  • Maintenance of 2 information sets which are all
    transferred in unison to the grand designer.
  • Grand designer searches each set of values to
    determine who has been curious and not disclosed
    there entire second information set.

16
Loyalty without disclosure
  • Within the current literature loyalty checks may
    be performed over secure channels.
  • The information however still needs to be
    presented to each player in comprehensible form.
  • Secure channels dont necessarily provide for
    varying levels of clearance and the need-to-know.
  • We propose the use of digital signatures as a
    one-way function to be assigned to different
    levels of clearance.
  • We can still make everyone privy to a loyalty
    check by exchanging the signed documents to
    players outside the need to know.

17
Grand Designer
Confidential
Protected
Highly Protected
18
Protocol for inter-clearance levels
  • Apply Digital signature (Blinding Phase)
  • Encrypt using a public key system
  • Transmission Phase (Sender)
  • register information and pretext of transfer with
    grand designer
  • Decrypt and Comparison Phase (Receiver)
  • register receipt of information

19
Further Work.
  • Creating a stricter need to know principle.
  • Eliminating uncontrolled access.
  • No grand designer.
  • Use of strategic information release of false
    information to exceed bounded rationality.
  • Destroy integrity of the network to hunt out
    curious players.

20
Results and Conclusion.
  • Systems like this have been implemented before.
  • However they dont allow for the pro-active
    search for curious players.
  • These restrictions and game design will allow us
    to present a cryptographic and game theoretic
    methodology to uncover and eliminate curious
    players within secure networks.

21
References
  • Canetti, R., Security and Composition of
    Multiparty Cryptographic Protocols. Journal of
    Cryptology, vol. 13 pp.143-202, 2000
  • Dasgupta, P., Agreement under Faulty Interfaces
    Information Processing Letters, vol.65, (1998)
    pp.125-129.
  • Feigenbaum, J., Shenker, S., Distributed
    Algorithmic Mechanism Design Recent Results and
    Future Directions. Dial-M02, 2002
  • Wagner, L.D., Curious Players in Secure Networks
    (Submitted to MILCOM 2004)
Write a Comment
User Comments (0)
About PowerShow.com