56 research outputs found

    Decision support approaches for cyber security investment

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    When investing in cyber security resources, information security managers have to follow effective decisionmaking strategies. We refer to this as the cyber security investment challenge.In this paper, we consider three possible decision support methodologies for security managers to tackle this challenge. We consider methods based on game theory, combinatorial optimisation, and a hybrid of the two. Our modelling starts by building a framework where we can investigate the effectiveness of a cyber security control regarding the protection of different assets seen as targets in presence of commodity threats. As game theory captures the interaction between the endogenous organisation’s and attackers’ decisions, we consider a 2-person control game between the security manager who has to choose among different implementation levels of a cyber security control, and a commodity attacker who chooses among different targets to attack. The pure game theoretical methodology consists of a large game including all controls and all threats. In the hybrid methodology the game solutions of individual control-games along with their direct costs (e.g. financial) are combined with a Knapsack algorithm to derive an optimal investment strategy. The combinatorial optimisation technique consists of a multi-objective multiple choice Knapsack based strategy. To compare these approaches we built a decision support tool and a case study regarding current government guidelines. The endeavour of this work is to highlight the weaknesses and strengths of different investment methodologies for cyber security, the benefit of their interaction, and the impact that indirect costs have on cyber security investment. Going a step further in validating our work, we have shown that our decision support tool provides the same advice with the one advocated by the UK government with regard to the requirements for basic technical protection from cyber attacks in SMEs

    Computable Analysis and Game Theory: From Foundations to Applications

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    This body of research showcases several facets of the intersection between computer science and game theory. On the foundational side, we explore the obstructions to the computability of Nash equilibria in the setting of computable analysis. In particular, we study the Weihrauch degree of the problem of ïŹnding a Nash equilibrium for a multiplayer game in normal form. We conclude that the Weihrauch degree Nash for multiplayer games lies between AoUC∗[0,1] and AoUC⋄[0,1] (Theorem 5.3). As a slight detour, we also explore the demarcation between computable and non-computable computational problems pertaining to the veriïŹcation of machine learning. We demonstrate that many veriïŹcation questions are computable without the need to specify a machine learning framework (Section 7.2). As well as looking into the theory of learners, robustness and sparisty of training data. On the application side, we study the use of Hypergames in Cybersecurity. We look into cybersecurity AND/OR attack graphs and how we could turn them into a hypergame (8.1). Hyper Nash equilibria is not an ideal solution for these games, however, we propose a regret-minimisation based solution concept. In Section 8.2, we survey the area of Hypergames and their connection to cybersecurity, showing that even if there is a small overlap, the reach is limited. We suggest new research directions such as adaptive games, generalisation and transferability (Section 8.3)

    Generalized asset integrity games

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    Generalized assets represent a class of multi-scale adaptive state-transition systems with domain-oblivious performance criteria. The governance of such assets must proceed without exact specifications, objectives, or constraints. Decision making must rapidly scale in the presence of uncertainty, complexity, and intelligent adversaries. This thesis formulates an architecture for generalized asset planning. Assets are modelled as dynamical graph structures which admit topological performance indicators, such as dependability, resilience, and efficiency. These metrics are used to construct robust model configurations. A normalized compression distance (NCD) is computed between a given active/live asset model and a reference configuration to produce an integrity score. The utility derived from the asset is monotonically proportional to this integrity score, which represents the proximity to ideal conditions. The present work considers the situation between an asset manager and an intelligent adversary, who act within a stochastic environment to control the integrity state of the asset. A generalized asset integrity game engine (GAIGE) is developed, which implements anytime algorithms to solve a stochastically perturbed two-player zero-sum game. The resulting planning strategies seek to stabilize deviations from minimax trajectories of the integrity score. Results demonstrate the performance and scalability of the GAIGE. This approach represents a first-step towards domain-oblivious architectures for complex asset governance and anytime planning

    Calculus for decision systems

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    The conceptualization of the term system has become highly dependent on the application domain. What a physicist means by the term system might be different than what a sociologist means by the same term. In 1956, Bertalanffy [1] defined a system as a set of units with relationships among them . This and many other definitions of system share the idea of a system as a black box that has parts or elements interacting between each other. This means that at some level of abstraction all systems are similar, what eventually differentiates one system from another is the set of underlining equations which describe how these parts interact within the system. ^ In this dissertation we develop a framework that allows us to characterize systems from an interaction level, i.e., a framework that gives us the capability to capture how/when the elements of the system interact. This framework is a process algebra called Calculus for Decision Systems (CDS). This calculus provides means to create mathematical expressions that capture how the systems interact and react to different stimuli. It also provides the ability to formulate procedures to analyze these interactions and to further derive other interesting insights of the system. ^ After defining the syntax and reduction rules of the CDS, we develop a notion of behavioral equivalence for decision systems. This equivalence, called bisimulation, allows us to compare decision systems from the behavioral standpoint. We apply our results to games in extensive form, some physical systems, and cyber-physical systems. ^ Using the CDS for the study of games in extensive form we were able to define the concept of subgame perfect equilibrium for a two-person game with perfect information. Then, we investigate the behavior of two games played in parallel by one of the players. We also explore different couplings between games, and compare - using bisimulation - the behavior of two games that are the result of two different couplings. The results showed that, with some probability, the behavior of playing a game as first player, or second player, could be irrelevant. ^ Decision systems can be comprised by multiple decision makers. We show that in the case where two decision makers interact, we can use extensive games to represent the conflict resolution. For the case where there are more than two decision makers, we presented how to characterize the interactions between elements within an organizational structure. Organizational structures can be perceived as multiple players interacting in a game. In the context of organizational structures, we use the CDS as an information sharing mechanism to transfer the inputs and outputs from one extensive game to another. We show the suitability of our calculus for the analysis of organizational structures, and point out some potential research extensions for the analysis of organizational structures. ^ The other general area we investigate using the CDS is cyber-physical systems. Cyber-physical systems or CPS is a class of systems that are characterized by a tight relationship between systems (or processes) in the areas of computing, communication and physics. We use the CDS to describe the interaction between elements in some simple mechanical system, as well as a particular case of the generalized railroad crossing (GRC) problem, which is a typical case of CPS. We show two approaches to the solution of the GRC problem. ^ This dissertation does not intend to develop new methods to solve game theoretical problems or equations of motion of a physical system, it aims to be a seminal work towards the creation of a general framework to study systems and equivalence of systems from a formal standpoint, and to increase the applications of formal methods to real-world problems

    Game Theory Meets Network Security and Privacy

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    This survey provides a structured and comprehensive overview of the research contributions that analyze and solve security and privacy problems in computer networks by game-theoretic approaches. A selected set of works are presented to highlight the application of game theory in order to address different forms of security and privacy problems in computer networks and mobile applications. The presented works are classified into six main categories based on their topics: security of the physical and MAC layers, application layer security in mobile networks, intrusion detection systems, anonymity and privacy, economics of network security, and cryptography. In each category, security problems, players, and game models are identified and the main results of selected works, such as equilibrium analysis and security mechanism designs are summarized. In addition, a discussion on advantages, drawbacks, and the future direction of using game theory in this field is provided. In this survey, we aim to provide a better understanding of the different research approaches for applying game theory to network security. This survey can also help researchers from various fields develop game-theoretic solutions to current and emerging security problems in computer networking

    Computer Aided Verification

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    This open access two-volume set LNCS 11561 and 11562 constitutes the refereed proceedings of the 31st International Conference on Computer Aided Verification, CAV 2019, held in New York City, USA, in July 2019. The 52 full papers presented together with 13 tool papers and 2 case studies, were carefully reviewed and selected from 258 submissions. The papers were organized in the following topical sections: Part I: automata and timed systems; security and hyperproperties; synthesis; model checking; cyber-physical systems and machine learning; probabilistic systems, runtime techniques; dynamical, hybrid, and reactive systems; Part II: logics, decision procedures; and solvers; numerical programs; verification; distributed systems and networks; verification and invariants; and concurrency

    Corporate influence and the academic computer science discipline. [4: CMU]

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    Prosopographical work on the four major centers for computer research in the United States has now been conducted, resulting in big questions about the independence of, so called, computer science
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