80 research outputs found
PREVENTING HITS DURING TRADING PEERS TRANSMISSION IN SOCIAL MEDIA
Most existing work, which focuses on social systems and reliable certification, is not in a position to prevent Sybil attack peers from doing transactions. The aim of trust systems is to make sure that honest peers are precisely recognized as reliable and Sybil peers as untrustworthy. Within our approach, duplicated Sybil attack peers could be recognized as the neighbor peers become acquainted and therefore more reliable to one another. The attacks occur during interactions between your buying and selling peers like a transaction happens. Within this paper, we advise how you can address Sybil attack, an energetic attack, by which peers might have bogus and multiple identities to fake their owns. Peer to see (P2P) e-commerce applications exist close to the web with vulnerabilities to passive and active attacks. These attacks have pressed away potential business firms and people whose aim is for the greatest benefit in e-commerce with minimal losses. Our work exploits the neighbor similarity trust relationship to deal with Sybil attack. Security and gratification analysis implies that Sybil attack could be minimized by our suggested neighbor similarity trust
PRIVACY LEVEL ALIEN PARALLEL TRUST AGAINST SYBIL ATTACK IN P2P E-COMMERCE
Peer to peer (P2P) e-commerce applications exist at the edge of the Internet with vulnerabilities to passive and active attacks. These attacks have pushed away potential business firms and individuals whose aim is to get the best benefit in e-commerce with minimal losses. The attacks occur during interactions between the trading peers as a transaction takes place. Sybil attack is addressed as an active attack, in which peers can have bogus and multiple identities to fake their own. Most existing work, which concentrates on social networks and trusted certification, has not been able to prevent Sybil attack peers from doing transactions. Neighbor similarity trust relationship is used to address Sybil attack. Duplicated Sybil attack peers can be identified as the neighbor peers become acquainted and hence more trusted to each other
Development and implementation of a method to detect an abnormal behavior of nodes in a group of robots
The present paper examines the issues of security in a group of mobile robots in the implementation of malicious attacks aimed at the availability of information. The main methods and approaches for detecting attacks and mobile robots anomalies were analyzed. The major advantages and disadvantages of existing approaches were identified. The aim is to develop an attack detection method that allows avoiding a creation of either a reference distribution, or a signature database, or rules for a group of mobile robots. The method should detect anomalies within the current conditions with a dynamically changing network structure. The paper presents a method for detecting abnormal behavior of a network node based on analysis of parameters: the residual energy and network load. The behavior of individual robots of the group is analyzed with respect to the deviation from the general behavior using probabilistic methods, which avoids creating a reference distribution for describing the behavior of the node, as well as the creating of a signature database for detecting anomalies. The developed method of detecting abnormal behavior based on the probabilistic evaluation of events. Three types of a network node state were defined, a graph of node transitions to each state was constructed, and parameters that affect these transitions were determined. The developed method demonstrates a high detection rate of denial of service attacks and distributed denial of service attacks when the number of malicious nodes is not greater than or slightly greater than the amount trusted nodes. It also provides detection of the Sybil attack. An experimental study was carried out. It includes the development of a model to simulate a group of mobile robots, in particular a robot network. Scenarios of attacks were developed, implemented for a group of mobile robots. It allows evaluating the effectiveness of this method of anomalous behavior detection. To determine the effectiveness of the developed method, the following indicators were used: time of detection of attackers and the number of nodes of the attacker that can be detected
Enhancing trustability in MMOGs environments
Massively Multiplayer Online Games (MMOGs; e.g., World of Warcraft), virtual worlds
(VW; e.g., Second Life), social networks (e.g., Facebook) strongly demand for more
autonomic, security, and trust mechanisms in a way similar to humans do in the real
life world. As known, this is a difficult matter because trusting in humans and organizations
depends on the perception and experience of each individual, which is difficult to
quantify or measure. In fact, these societal environments lack trust mechanisms similar
to those involved in humans-to-human interactions. Besides, interactions mediated
by compute devices are constantly evolving, requiring trust mechanisms that keep the
pace with the developments and assess risk situations.
In VW/MMOGs, it is widely recognized that users develop trust relationships from their
in-world interactions with others. However, these trust relationships end up not being
represented in the data structures (or databases) of such virtual worlds, though they
sometimes appear associated to reputation and recommendation systems. In addition,
as far as we know, the user is not provided with a personal trust tool to sustain his/her
decision making while he/she interacts with other users in the virtual or game world.
In order to solve this problem, as well as those mentioned above, we propose herein a
formal representation of these personal trust relationships, which are based on avataravatar
interactions. The leading idea is to provide each avatar-impersonated player
with a personal trust tool that follows a distributed trust model, i.e., the trust data is
distributed over the societal network of a given VW/MMOG.
Representing, manipulating, and inferring trust from the user/player point of view certainly
is a grand challenge. When someone meets an unknown individual, the question
is “Can I trust him/her or not?”. It is clear that this requires the user to have access to
a representation of trust about others, but, unless we are using an open source VW/MMOG,
it is difficult —not to say unfeasible— to get access to such data. Even, in an open
source system, a number of users may refuse to pass information about its friends, acquaintances,
or others. Putting together its own data and gathered data obtained from
others, the avatar-impersonated player should be able to come across a trust result
about its current trustee. For the trust assessment method used in this thesis, we use
subjective logic operators and graph search algorithms to undertake such trust inference
about the trustee. The proposed trust inference system has been validated using
a number of OpenSimulator (opensimulator.org) scenarios, which showed an accuracy
increase in evaluating trustability of avatars.
Summing up, our proposal aims thus to introduce a trust theory for virtual worlds, its
trust assessment metrics (e.g., subjective logic) and trust discovery methods (e.g.,
graph search methods), on an individual basis, rather than based on usual centralized
reputation systems. In particular, and unlike other trust discovery methods, our methods
run at interactive rates.MMOGs (Massively Multiplayer Online Games, como por exemplo, World of Warcraft),
mundos virtuais (VW, como por exemplo, o Second Life) e redes sociais (como por exemplo,
Facebook) necessitam de mecanismos de confiança mais autónomos, capazes de
assegurar a segurança e a confiança de uma forma semelhante à que os seres humanos
utilizam na vida real. Como se sabe, esta não é uma questão fácil. Porque confiar em
seres humanos e ou organizações depende da percepção e da experiência de cada indivíduo,
o que é difícil de quantificar ou medir à partida. Na verdade, esses ambientes
sociais carecem dos mecanismos de confiança presentes em interacções humanas presenciais.
Além disso, as interacções mediadas por dispositivos computacionais estão em
constante evolução, necessitando de mecanismos de confiança adequados ao ritmo da
evolução para avaliar situações de risco.
Em VW/MMOGs, é amplamente reconhecido que os utilizadores desenvolvem relações
de confiança a partir das suas interacções no mundo com outros. No entanto, essas relações
de confiança acabam por não ser representadas nas estruturas de dados (ou bases
de dados) do VW/MMOG específico, embora às vezes apareçam associados à reputação
e a sistemas de reputação. Além disso, tanto quanto sabemos, ao utilizador não lhe
é facultado nenhum mecanismo que suporte uma ferramenta de confiança individual
para sustentar o seu processo de tomada de decisão, enquanto ele interage com outros
utilizadores no mundo virtual ou jogo. A fim de resolver este problema, bem como
os mencionados acima, propomos nesta tese uma representação formal para essas relações
de confiança pessoal, baseada em interacções avatar-avatar. A ideia principal
é fornecer a cada jogador representado por um avatar uma ferramenta de confiança
pessoal que segue um modelo de confiança distribuída, ou seja, os dados de confiança
são distribuídos através da rede social de um determinado VW/MMOG.
Representar, manipular e inferir a confiança do ponto de utilizador/jogador, é certamente
um grande desafio. Quando alguém encontra um indivíduo desconhecido, a
pergunta é “Posso confiar ou não nele?”. É claro que isto requer que o utilizador tenha
acesso a uma representação de confiança sobre os outros, mas, a menos que possamos
usar uma plataforma VW/MMOG de código aberto, é difícil — para não dizer impossível
— obter acesso aos dados gerados pelos utilizadores. Mesmo em sistemas de código
aberto, um número de utilizadores pode recusar partilhar informações sobre seus amigos,
conhecidos, ou sobre outros. Ao juntar seus próprios dados com os dados obtidos de
outros, o utilizador/jogador representado por um avatar deve ser capaz de produzir uma
avaliação de confiança sobre o utilizador/jogador com o qual se encontra a interagir.
Relativamente ao método de avaliação de confiança empregue nesta tese, utilizamos
lógica subjectiva para a representação da confiança, e também operadores lógicos da
lógica subjectiva juntamente com algoritmos de procura em grafos para empreender
o processo de inferência da confiança relativamente a outro utilizador. O sistema de
inferência de confiança proposto foi validado através de um número de cenários Open-Simulator (opensimulator.org), que mostrou um aumento na precisão na avaliação da
confiança de avatares.
Resumindo, a nossa proposta visa, assim, introduzir uma teoria de confiança para mundos
virtuais, conjuntamente com métricas de avaliação de confiança (por exemplo, a
lógica subjectiva) e em métodos de procura de caminhos de confiança (com por exemplo,
através de métodos de pesquisa em grafos), partindo de uma base individual, em
vez de se basear em sistemas habituais de reputação centralizados. Em particular, e ao
contrário de outros métodos de determinação do grau de confiança, os nossos métodos
são executados em tempo real
Security and Anonymity Aspects of the Network Layer of Permissionless Blockchains
Permissionless Blockchains sind dezentrale Systeme, die Konsens erzielen. Das prominenteste Beispiel einer Permissionless Blockchain ist das elektronische Zahlungssystem Bitcoin, welches Konsens über die von Teilnehmern des Systems erzeugten Finanztransaktionen erzielt. Während verteilter Konsens seit Jahrzehnten Gegenstand zahlreicher Forschungsarbeiten ist, ist Bitcoin das erste bekannte System, welches Konsens im sog. permissionless-Modell erzielt, d.h. ohne die vorausgehende Feststellung der Identitäten der Teilnehmer des Systems.
Die Teilnehmer von Permissionless Blockchains kommunizieren über ein unstrukturiertes Peer-to-Peer (P2P) Netzwerk miteinander. Da das Verfahren zur Konsensbildung von Permissionless Blockchains auf Daten basiert, die über dieses P2P-Netzwerk übertragen werden, können Sicherheitslücken in der Netzwerkschicht auch die Konsensbildung und damit die angestrebte Funktion des Systems beeinflussen. Während unstrukturierte P2P-Netzwerke in der Vergangenheit umfassend analysiert wurden, führt ihr Einsatz in Permissionless Blockchains zu Sicherheitsanforderungen und Angreifermodellen, die bisher noch nicht berücksichtigt wurden. Obwohl einzelne Angriffe auf die Netzwerkschicht von Permissionless Blockchains analysiert wurden, ist unklar, welche Sicherheitseigenschaften die Netzwerkschicht von Permissionless Blockchains haben sollte. Diese Unklarheit motiviert die erste in dieser Dissertation behandelte Forschungsfrage: Wie können Anforderungen und Zielkonflikte, die in den Mechanismen der Netzwerkschicht von Permissionless Blockchains vorhanden sind, untersucht werden?
In dieser Dissertation wird eine Systematisierung von Angriffen auf die Netzwerkschicht von Bitcoin vorgestellt, in der Angriffe hinsichtlich der angegriffenen Mechanismen und der Auswirkungen der Angriffe auf höhere Schichten des Systems kategorisiert werden. Basierend auf der Systematisierung werden fünf Anforderungen für die Netzwerkschicht von Permissionless Blockchains abgeleitet: Leistung, niedrige Beteiligungskosten, Anonymität, Robustheit gegen Denial-of-Service Angriffe sowie Topologieverschleierung. Darüber hinaus werden der Entwurfsraum der Netzwerkschicht aufgezeigt und der Einfluss von Entwurfsentscheidungen auf die Erfüllung von Anforderungen qualitativ untersucht. Die durchgeführten Systematisierungen weisen auf inhärente Zielkonflikte sowie Forschungsmöglichkeiten hin und unterstützen die Entwicklung von Permissionless Blockchains.
Weiterhin wird auf Grundlage von seit 2015 durchgeführten Messungen eine Charakterisierung des Bitcoin-P2P-Netzwerks präsentiert. Die Charakterisierung ermöglicht die Parametrisierung und Validierung von Simulationsmodellen und die Bewertung der Zuverlässigkeit von realen Experimenten. Darüber hinaus gewährt die Netzwerkcharakterisierung Einblicke in das Verhalten von Netzwerkknoten und deren Betreibern. Beispielsweise kann gezeigt werden, dass Sybil-Ereignisse in der Vergangenheit im Bitcoin-P2P-Netzwerk stattgefunden haben und dass die Leistung und die Anonymitätseigenschaften der Transaktions- und Blockausbreitung durch Implementierungs- und Protokolländerungen verbessert worden sind.
Auf Grundlage dieser Charakterisierung werden zwei ereignisdiskrete Simulationsmodelle des Bitcoin-P2P-Netzwerks entworfen. Die Modelle werden durch einen Vergleich der simulierten Informationsausbreitungsverzögerung mit der beobachteten Informationsausbreitungsverzögerung im realen Netzwerk validiert. Da der Vergleich eine hohe Übereinstimmung zeigt, ermöglichen die vorgestellten Simulationsmodelle die Simulation des Bitcoin-Netzwerks mit einer Genauigkeit, die für die Analyse von Angriffen im Bitcoin-Netzwerk ausreicht.
Die vorgestellten Simulationsmodelle sowie die durchgeführte Systematisierung von Angriffen verdeutlichen die Bedeutung der Kenntnis der Netzwerktopologie als Grundlage für Forschung und die Analyse von Deanonymisierungsangriffe. Daher adressiert die zweite Forschungsfrage dieser Dissertation Methoden der Topologieinferenz und der Deanonymisierung: Unter welchen Voraussetzungen und in welchem Maße sind netzwerkbasierte Topologieinferenz und Deanonymisierung in Bitcoin (un)möglich? Diese Frage wird durch Anwendung der vorgeschlagenen Methodenkombination aus Messungen, Simulationen und Experimenten beantwortet.
In dieser Dissertation werden vier verschiedene Methoden zur Topologieinferenz vorgestellt und unter Verwendung von Experimenten und Simulationsstudien analysiert. Anhand von Experimenten wird gezeigt, dass ein Angreifer, der in der Lage ist, Verbindungen zu allen Knoten des Netzwerks zu etablieren, die direkten Nachbarn eines Netzwerkknotens mit hoher Sensitivität (recall) und Genauigkeit (precision) (87% recall, 71% precision) durch die Veröffentlichung von widersprüchlichen Transaktionen im Netzwerk herausfinden kann. Unter der Annahme eines passiven Angreifers, der in der Lage ist, sich mit allen erreichbaren Netzwerkknoten zu verbinden, war 2016 ein Rückschluss auf die Nachbarn eines Netzwerkknotens mit einer Sensitivität von 40% bei einer Genauigkeit von 40% durch Beobachtung von mindestens acht Transaktionen, die von diesem Netzwerkknoten stammen, möglich. Darüber hinaus ist es möglich, die Akkumulation mehrere Transaktionen zum Zwecke der Topologieinferenz zu geringen Kosten auszunutzen. Allerdings bleibt die erwartete Inferenzqualität aufgrund fehlender Validierungsmöglichkeiten unklar. Schließlich kann simulativ gezeigt werden, dass der Peer-Discovery-Mechanismus eines P2P-Netzwerks bei bestimmte Parametrisierungen Topologinferenz ermöglichen kann.
Abschließend wird die Möglichkeit einer netzwerkbasierten Deanonymisierung bewertet, indem analysiert wird, ob eine Korrelation zwischen der IP-Adresse des Netzwerkknotens, der eine Transaktion veröffentlicht, und dem mutmaßlichen Ersteller der Transaktion besteht. Der zugrundeliegende Datensatz basiert auf den durchgeführten Messungen und besteht aus fast 10 Millionen Transaktionen mit zugehörigen IP-Adressen. Es wird gezeigt, dass Transaktionen von 5% bis 8.3% der Benutzer auffallend häufig von einzelnen Netzwerkknoten veröffentlicht wurden, was diese Benutzer dem Risiko netzwerkbasierter Deanonymisierungsangriffe aussetzt
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