731 research outputs found
Denial-of-Service Resistance in Key Establishment
Denial of Service (DoS) attacks are an increasing problem for network connected systems. Key establishment protocols are applications that are particularly vulnerable to DoS attack as they are typically required to perform computationally expensive cryptographic operations in order to authenticate the protocol initiator and to generate the cryptographic keying material that will subsequently be used to secure the communications between initiator and responder. The goal of DoS resistance in key establishment protocols is to ensure that attackers cannot prevent a legitimate initiator and responder deriving cryptographic keys without expending resources beyond a responder-determined threshold. In this work we review the strategies and techniques used to improve resistance to DoS attacks. Three key establishment protocols implementing DoS resistance techniques are critically reviewed and the impact of misapplication of the techniques on DoS resistance is discussed. Recommendations on effectively applying resistance techniques to key establishment protocols are made
Survey on: Software Puzzle for Offsetting DoS Attack
A Denial of Service (DoS) attack is a malevolent attempt to make a server or a network resource inaccessible to users, usually by temporarily breaking or suspending the services of a host connected to the Internet. DoS attacks and Distributed DoS (DDoS) attacks attempt to deplete an online service's resource such as network bandwidth, memory and computational power by overwhelming the service with bogus requests. Thus, DoS and DDoS attacks have become a major problem for users of computer systems connected to the Internet. Many state-art of the techniques used for defending the internet from these attacks have been discussed in this paper. After conducting an exhaustive survey on these techniques it has been found that the proposed software puzzle scheme that randomly generates only after a client request is received at the server side gives better performance as compared with previous techniques
On Non-Parallelizable Deterministic Client Puzzle Scheme with Batch Verification Modes
A (computational) client puzzle scheme enables a client to prove to a server that a certain amount of computing resources (CPU cycles and/or Memory look-ups) has been dedicated to solve a puzzle. Researchers have identified a number of potential applications, such as constructing timed cryptography, fighting junk emails, and protecting critical infrastructure from DoS attacks. In this paper, we first revisit this concept and formally define two properties, namely deterministic computation and parallel computation resistance. Our analysis show that both properties are crucial for the effectiveness of client puzzle schemes in most application scenarios. We prove that the RSW client puzzle scheme, which is based on the repeated squaring technique, achieves both properties. Secondly, we introduce two batch verification modes for the RSW client puzzle scheme in order to improve the verification efficiency of the server, and investigate three methods for handling errors in batch verifications. Lastly, we show that client puzzle schemes can be integrated with reputation systems to further improve the effectiveness in practice
Foundations, Properties, and Security Applications of Puzzles: A Survey
Cryptographic algorithms have been used not only to create robust ciphertexts
but also to generate cryptograms that, contrary to the classic goal of
cryptography, are meant to be broken. These cryptograms, generally called
puzzles, require the use of a certain amount of resources to be solved, hence
introducing a cost that is often regarded as a time delay---though it could
involve other metrics as well, such as bandwidth. These powerful features have
made puzzles the core of many security protocols, acquiring increasing
importance in the IT security landscape. The concept of a puzzle has
subsequently been extended to other types of schemes that do not use
cryptographic functions, such as CAPTCHAs, which are used to discriminate
humans from machines. Overall, puzzles have experienced a renewed interest with
the advent of Bitcoin, which uses a CPU-intensive puzzle as proof of work. In
this paper, we provide a comprehensive study of the most important puzzle
construction schemes available in the literature, categorizing them according
to several attributes, such as resource type, verification type, and
applications. We have redefined the term puzzle by collecting and integrating
the scattered notions used in different works, to cover all the existing
applications. Moreover, we provide an overview of the possible applications,
identifying key requirements and different design approaches. Finally, we
highlight the features and limitations of each approach, providing a useful
guide for the future development of new puzzle schemes.Comment: This article has been accepted for publication in ACM Computing
Survey
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New client puzzle approach for DoS resistance in ad hoc networks
In this paper we propose a new client puzzle approach to prevent Denial of Service (DoS) attacks in ad hoc networks. Each node in the network first solves a computational problem and with the solution has to create and solve a client puzzle. By combining computational problems with puzzles, we improve the efficiency and latency of the communicating nodes and resistance in DoS attacks. Experimental results show the effectiveness of our approach
Using rhythmic nonces for puzzle-based DoS resistance
To protect against replay attacks, many Internet proto-cols rely on nonces to guarantee freshness. In practice, the server generates these nonces during the initial hand-shake, but if the server is under attack, resources con-sumed by managing certain protocols can lead to DoS vulnerabilities. To help alleviate this problem, we pro-pose the concept of rhythmic nonces, a cryptographic tool that allows servers to measure request freshness with minimal bookkeeping costs. We explore the impact of this service in the context of a puzzle-based DoS re-sistance scheme we call “SYN puzzles”. Our preliminary results based on mathematical analysis and evaluation of a prototype suggests that our scheme is more resistant than existing techniques. 1
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Multiplayer game for DDoS attacks resilience in ad hoc networks
This paper proposes a multiplayer game to prevent Distributed Denial of Service attack (DDoS) in ad hoc networks. The multiplayer game is based on game theory and cryptographic puzzles. We divide requests from nodes into separate groups which decreases the ability of malicious nodes to cooperate with one another in order to effectively make a DDoS attack. Finally, through our experiments we have shown that the total overhead of the multiplayer game as well as the the total time that each node needs to be served is affordable for devices that have limited resources and for environments like ad hoc networks where nodes must exchange information really fast
Efficient trapdoor-based client puzzle system against DoS attacks
Denial of service (DoS) and distributed denial of service (DDoS) are serious threats to computer networks. DoS and DDoS attacks aim to shut down a target server by depleting its resources and rendering it incapable of offering stable and integrated service to legitimate clients. Preventing DoS and DDoS attacks is a difficult task. A promising countermeasure against DoS attacks is the Client Puzzle method, which nevertheless faces a number of challenges, such as the complexity of puzzle construction and solution verification. Our research focuses on exploring novel puzzle constructions to satisfy the high demands of DoS defence in practice. In this thesis, we first identify the underlying weaknesses of existing client puzzles. To mitigate these vulnerabilities, we recommend the necessary requirements for good client puzzles. Based on this, we propose a new model for puzzle distribution, called the Trapdoor-based Client Puzzle System (TCPS). Two specific schemes are presented to construct puzzles within TCPS. We depict these two schemes, where each trapdoor algorithm is applied respectively. Both schemes have two distinct features: the computational overheads are low, and the difficulty level of puzzles is measurable. Moreover, both puzzle schemes are provably secure under traditional hard problems in mathematics. Our contribution to client puzzle defence against DoS attacks can be summarised as follows: * Identify the shortcomings of existing client puzzles. * Recommend the requirements of good client puzzles. * Formally define the Trapdoor-based Client Puzzle System, along with strict security conditions. * Propose a client puzzle scheme whose security is based on the RSA Assumption. Effectiveness and security are analysed and proven. * Propose a second client puzzle scheme whose security is based on the Discrete Logarithm Problem (DLP). Similarly, effectiveness and security are also analysed. * Provide a possible configuration for system parameters. * Discuss further possible attacks and their solutions. As our research is carried out in DoS attack scenarios, we also introduce this technical background before our achievements are presented
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