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VOLATILE MEMORY
Kelly Shortridge
BEHAVIORAL GAME THEORY IN
DEFENSIVE SECURITY
Y’all. It’s time to dismantle
some game theory.
2
3
Do you believe bug-free software is a
reasonable assumption?
4
Do you believe wetware is more
complex than software?
5
Traditional Game Theory relies on the
assumption of bug-free wetware
6
Introducing: The Notorious B.G.T.
(behavioral game theory)
7
“Think how hard physics would
be if particles could think”
—Murray Gell-Mann
8
“Amateurs study cryptography,
professionals study economics”
—Geer quoting Allan Schiffman
Spoiler alert
Your defensive essentials:
 Belief prompting
 Decision tree modeling
 Fluctuating your infrastructure
 Tracing attacker utility models
 Falsifying information
9
Stop using:
 Static strategies &
playbooks
 Game Theory 101
 Block & tackle
 Vuln-first approach
10
Here’s my story why
11
What game is infosec?
#WOCinTech
Types of games
▪ Tic tac toe, poker, chess, options contracts (zero-sum)
▪ Stock market, Prisoner’s Dilemma (non-zero-sum)
▪ Global nuclear warfare (negative sum)
▪ Trade agreements, kitten cuddling contest (positive sum)
▪ Complete information vs incomplete information
▪ Perfect information vs imperfect information
▪ Information symmetry vs information asymmetry
12
Defender Attacker Defender (DAD) games
▪ Sequential games in which sets of players are attackers and
defenders
▪ Typically assumes people are risk-neutral & attackers want to be
maximally harmful (inconsistent with all attacker types as well as
IRL data)
▪ First move = defenders choosing a defensive investment plan
▪ Attackers observe defensive preparations & chooses attack plan
13
The infosec game
▪ A type of a DAD game (continuous defense continuous attack)
▪ Non-zero-sum
▪ Incomplete information
▪ Imperfect information
▪ Information asymmetry abounds
▪ Sequential
▪ Dynamic environment
14
15
This is a (uniquely?) tricky game.
Limitations of Game Theory
▪ Assumes people are rational (they aren’t)
▪ Deviations from Nash Equilibrium are common
▪ Static environments vs. dynamic environments
▪ Impossible to ever be “one step ahead” of your competition
16
17
“I feel, personally, that the study of
experimental games is the proper route of
travel for finding ‘the ultimate truth’ in
relation to games as played by human
players”
—John Nash
Behavioral game theory
▪ Experimental – examining how people actually behave in games
▪ People predict their opponent’s moves by either “thinking” or
“learning”
▪ Lots of models – QLK, EWA, Poisson CH, etc.
▪ Determining model parameters are the key challenges
▪ Brings in neuroscience & physiology (eyetracking, fMRI, etc)
18
19
Model parameters can guide what’s
important to consider
BGT models (cognitive models)
▪ Quantal level-k (QLK)
– Iterated strategic reasoning & cost-proportional errors
▪ Subjective Utility Quantal Response (SUQR)
– Linear combination of key features at each decision-stage
▪ Experienced Weighted Attraction (EWA)
– Reinforcement learning & belief learning models
▪ Cognitive Hierarchy (CH)
– Different abilities in modeling others’ actions (a bit of Dunning-Kruger)
20
Thinking
21
22
Thinking = modeling how opponents
are likely to respond
Man, like machine
▪ Working memory is a hard constraint for human thinking
– e.g. Quantal level-k model incorporates “iterated strategic
reasoning” – limit on levels of high-order beliefs maintained
▪ Enumerating steps beyond the next round is hard
▪ Humans aren’t that great at recursion
23
Thinking strategy: Belief Prompting
▪ “Prompt” the player to consider who their opponents are and
how their opponents will act / react
▪ Model assumptions around capital, time, tools, risk aversion
▪ Goal is to ask, “if I do X, how will that change my opponent’s
strategy?”
24
Generic belief prompting guide
▪ For each move, map out:
– How would attackers pre-emptively bypass the defensive
move?
– What will the opponent do next in response to the defensive
move?
– Costs / resources required for the opponent’s offensive move?
– Probability the opponent will conduct the offensive move?
25
Examples of belief prompting
▪ Should we use anti-virus or whitelisting?
– Requires modifying malware to evade AV signatures
– Adds recon step of figuring out which apps are on whitelist
– Former is easier to implement, so attackers will prob choose it
– Skiddie lands on one of our servers, what do they do next?
– Perform local recon, escalate to whatever privs they can get
– Counter: priv separation, don’t hardcode creds
– Leads to: attacker must exploit server, risk = server crashes
26
Example progression: Exfiltration
27
DLP on web / email uploads
Use arbitrary web server
Require only Alexa top 1000
Smuggle through legit service
Block outbound direct connects
Use SSL to hide traffic
MitM SSL & use analytics
Slice & dice data to legit service
CASB / ML-based analytics
Decision tree modeling
▪ Model decision trees both for offense and defense
– Use kill chain as guide for offense’s process
▪ Theorize probabilities of each branch’s outcome
▪ Phishing is far more likely the delivery method than Stuxnet-
style
▪ Creates tangible metrics to deter self-justification
28
“Attackers will take the least cost path
through an attack graph from their start
node to their goal node”
– Dino Dai Zovi, “Attacker Math”
29
Example DAD tree (for illustrative purposes)
30
Reality
Skiddies / Random Criminal Group
Nation State
Priv Separation
Known exploit
GRSecseccomp
Elite
0day
Use DB
on box
Role sep
Win
Tokenization,
segmentation
Absorb into
botnet
Anomaly
detection
1day
Win
0%
60%
50%
50%
98%
2%
5%
10%
50%
40%
25%
30%
100%
0%
60%
40%
70% 0%
0%
65%
10%
25%
Feedback loop
▪ Decision trees help for auditing after an incident & easy updating
▪ Historical record to refine decision-making process
▪ Mitigates “doubling down” effect by showing where strategy failed
31
Decision prioritization
▪ Defender’s advantage = they know the home turf
▪ Visualize the hardest path for attackers – determine your
strategy around how to force them to that path
– Remember attackers are risk averse!
▪ Commonalities on trees = which products / strategies mitigate
the most risk across various attacks
32
Learning
33
34
Learning = predicting how players will
act based on prior games / rounds
Human brains
▪ Error-driven reinforcement learning (“trial & error”)
▪ People have “learning rates,” how much experiences factor into
decision making
▪ Dopamine neurons encode reward prediction errors (feedback
expected minus feedback received)
35
Case study: Veksler & Buchler
▪ Fixed strategy = prevent 10% - 25% of attacks
▪ Game Theory strategy = prevent 50% of attacks
▪ Random strategy = prevent 49.6% of attacks
▪ Cognitive Modeling strategy = prevent between 61% - 77%
36
37
Don’t be replaced by a random
SecurityStrategyTM algorithm
Account for attacker cognition
▪ Preferences change based on experience (learning)
▪ Models should incorporate the “post-decision-state”
▪ Higher the attacker’s learning rate, easier to predict their
decisions
▪ Allows opportunity to manipulate adversary learning
▪ Fine to take a “blank slate” approach
38
39
Exploit the fact that
you understand the local environment
better than attackers
New types of exploitation
Information Asymmetry Exploitation
▪ Disrupt attacker learning process by sending false information
▪ Honeytokens (e.g. Canaries), fake directories, false infrastructure data
Learning Rate Exploitation
▪ Predict their decisions & cut off that attack path
▪ Or, fluctuating infrastructure for unreliable prior experiences
40
Info asymmetry exploitation: falsifying data
▪ Information asymmetry = defenders have info adversaries need
to intercept
▪ Dynamic environments = frequently in learning phase
▪ Either hide or falsify information on the legitimate system side
▪ Goal is to disrupt the learning process
41
Learning rate exploitation: model tracing
▪ Change in the expected utility of offensive action = learning-rate
(success/failure – action-utility)
▪ Keep track of utility values for each attacker action
▪ For detected / blocked actions, attacker action & outcome are
known variables (so utility is calculable)
▪ Highest “U” = action attacker will pursue
42
Model tracing example
▪ ΔUA = α (R – UA)
– α = learning rate
– R = feedback (success / failure)
▪ If α = 0.2, R = 1 for win and -1 for loss, then for a “blank slate”:
– ΔUA = 0.2(1-0) = 0.2  20% more likely to conduct this again
– Adjust learning rate based on data you see
43
Practical tips
▪ Leverage decision trees again to incorporate attacker utility
models (doesn’t have to be exact!)
▪ Honeytokens / canaries are easiest to implement
▪ Ensure you’re detecting / collecting data on attacker activity
across the entire kill chain
▪ Fluctuating infrastructure is a bit harder (but the future?)
▪ Recognize that strategies will change
44
Conclusion
45
46
It is no longer time for some
Game Theory
47
(It may be time for an extended
Biggie metaphor)
48
It’s like the more money infosec
comes across,
the more problems we see
49
Empirically, people see B.G.T. be
flossin’
50
B-G-T D-E-I-C-A1,
no info for the PLA
1. Abbreviation of (most of) the kill chain
tl;dr
Your defensive essentials:
 Belief prompting
 Decision tree modeling
 Fluctuating your infrastructure
 Tracing attacker utility models
 Falsifying information
51
Stop using:
 Static strategies &
playbooks
 Game Theory 101
 Block & tackle
 Vuln-first approach
52
“Good enough is good
enough. Good enough always
beats perfect.”
—Dan Geer
Further reading
▪ David Laibson’s Behavioral Game Theory lectures @ Harvard
▪ Vincent Crawford’s “Introduction to Behavioral Game Theory” lectures @ USCD
▪ “Advances in Understanding Strategic Behavior,” Camerer, Ho, Chong
▪ “Deterrence and Risk Preferences in Sequential Attacker–Defender Games with Continuous Efforts,”
Payappalli, Zhuang, Jose
▪ “Know Your Enemy: Applying Cognitive Modeling in the Security Domain,” Veksler, Buchler
▪ “Improving Learning and Adaptation in Security Games by Exploiting Information Asymmetry,” He,
Dai, Ning
▪ “Human Adversaries in Opportunistic Crime Security Games: Evaluating Competing Bounded
Rationality Models,” Abbasi, Short, Sinha, Sintov, Zhang, Tambe
▪ “Solving Defender-Attacker-Defender Models for Infrastructure Defense” by Alderson, Brown, Carlyle,
Wood
▪ “Behavioral theories and the neurophysiology of reward,” Schultz
▪ “Measuring Security,” Dan Geer
▪ “Mo’ Money Mo’ Problems” by the Notorious B.I.G.
53
Questions?
▪ Twitter: @swagitda_
▪ LinkedIn: /kellyshortridge
▪ Email: kelly@greywire.net
54

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Volatile Memory: Behavioral Game Theory in Defensive Security

  • 1. VOLATILE MEMORY Kelly Shortridge BEHAVIORAL GAME THEORY IN DEFENSIVE SECURITY
  • 2. Y’all. It’s time to dismantle some game theory. 2
  • 3. 3 Do you believe bug-free software is a reasonable assumption?
  • 4. 4 Do you believe wetware is more complex than software?
  • 5. 5 Traditional Game Theory relies on the assumption of bug-free wetware
  • 6. 6 Introducing: The Notorious B.G.T. (behavioral game theory)
  • 7. 7 “Think how hard physics would be if particles could think” —Murray Gell-Mann
  • 8. 8 “Amateurs study cryptography, professionals study economics” —Geer quoting Allan Schiffman
  • 9. Spoiler alert Your defensive essentials:  Belief prompting  Decision tree modeling  Fluctuating your infrastructure  Tracing attacker utility models  Falsifying information 9 Stop using:  Static strategies & playbooks  Game Theory 101  Block & tackle  Vuln-first approach
  • 11. 11 What game is infosec? #WOCinTech
  • 12. Types of games ▪ Tic tac toe, poker, chess, options contracts (zero-sum) ▪ Stock market, Prisoner’s Dilemma (non-zero-sum) ▪ Global nuclear warfare (negative sum) ▪ Trade agreements, kitten cuddling contest (positive sum) ▪ Complete information vs incomplete information ▪ Perfect information vs imperfect information ▪ Information symmetry vs information asymmetry 12
  • 13. Defender Attacker Defender (DAD) games ▪ Sequential games in which sets of players are attackers and defenders ▪ Typically assumes people are risk-neutral & attackers want to be maximally harmful (inconsistent with all attacker types as well as IRL data) ▪ First move = defenders choosing a defensive investment plan ▪ Attackers observe defensive preparations & chooses attack plan 13
  • 14. The infosec game ▪ A type of a DAD game (continuous defense continuous attack) ▪ Non-zero-sum ▪ Incomplete information ▪ Imperfect information ▪ Information asymmetry abounds ▪ Sequential ▪ Dynamic environment 14
  • 15. 15 This is a (uniquely?) tricky game.
  • 16. Limitations of Game Theory ▪ Assumes people are rational (they aren’t) ▪ Deviations from Nash Equilibrium are common ▪ Static environments vs. dynamic environments ▪ Impossible to ever be “one step ahead” of your competition 16
  • 17. 17 “I feel, personally, that the study of experimental games is the proper route of travel for finding ‘the ultimate truth’ in relation to games as played by human players” —John Nash
  • 18. Behavioral game theory ▪ Experimental – examining how people actually behave in games ▪ People predict their opponent’s moves by either “thinking” or “learning” ▪ Lots of models – QLK, EWA, Poisson CH, etc. ▪ Determining model parameters are the key challenges ▪ Brings in neuroscience & physiology (eyetracking, fMRI, etc) 18
  • 19. 19 Model parameters can guide what’s important to consider
  • 20. BGT models (cognitive models) ▪ Quantal level-k (QLK) – Iterated strategic reasoning & cost-proportional errors ▪ Subjective Utility Quantal Response (SUQR) – Linear combination of key features at each decision-stage ▪ Experienced Weighted Attraction (EWA) – Reinforcement learning & belief learning models ▪ Cognitive Hierarchy (CH) – Different abilities in modeling others’ actions (a bit of Dunning-Kruger) 20
  • 22. 22 Thinking = modeling how opponents are likely to respond
  • 23. Man, like machine ▪ Working memory is a hard constraint for human thinking – e.g. Quantal level-k model incorporates “iterated strategic reasoning” – limit on levels of high-order beliefs maintained ▪ Enumerating steps beyond the next round is hard ▪ Humans aren’t that great at recursion 23
  • 24. Thinking strategy: Belief Prompting ▪ “Prompt” the player to consider who their opponents are and how their opponents will act / react ▪ Model assumptions around capital, time, tools, risk aversion ▪ Goal is to ask, “if I do X, how will that change my opponent’s strategy?” 24
  • 25. Generic belief prompting guide ▪ For each move, map out: – How would attackers pre-emptively bypass the defensive move? – What will the opponent do next in response to the defensive move? – Costs / resources required for the opponent’s offensive move? – Probability the opponent will conduct the offensive move? 25
  • 26. Examples of belief prompting ▪ Should we use anti-virus or whitelisting? – Requires modifying malware to evade AV signatures – Adds recon step of figuring out which apps are on whitelist – Former is easier to implement, so attackers will prob choose it – Skiddie lands on one of our servers, what do they do next? – Perform local recon, escalate to whatever privs they can get – Counter: priv separation, don’t hardcode creds – Leads to: attacker must exploit server, risk = server crashes 26
  • 27. Example progression: Exfiltration 27 DLP on web / email uploads Use arbitrary web server Require only Alexa top 1000 Smuggle through legit service Block outbound direct connects Use SSL to hide traffic MitM SSL & use analytics Slice & dice data to legit service CASB / ML-based analytics
  • 28. Decision tree modeling ▪ Model decision trees both for offense and defense – Use kill chain as guide for offense’s process ▪ Theorize probabilities of each branch’s outcome ▪ Phishing is far more likely the delivery method than Stuxnet- style ▪ Creates tangible metrics to deter self-justification 28
  • 29. “Attackers will take the least cost path through an attack graph from their start node to their goal node” – Dino Dai Zovi, “Attacker Math” 29
  • 30. Example DAD tree (for illustrative purposes) 30 Reality Skiddies / Random Criminal Group Nation State Priv Separation Known exploit GRSecseccomp Elite 0day Use DB on box Role sep Win Tokenization, segmentation Absorb into botnet Anomaly detection 1day Win 0% 60% 50% 50% 98% 2% 5% 10% 50% 40% 25% 30% 100% 0% 60% 40% 70% 0% 0% 65% 10% 25%
  • 31. Feedback loop ▪ Decision trees help for auditing after an incident & easy updating ▪ Historical record to refine decision-making process ▪ Mitigates “doubling down” effect by showing where strategy failed 31
  • 32. Decision prioritization ▪ Defender’s advantage = they know the home turf ▪ Visualize the hardest path for attackers – determine your strategy around how to force them to that path – Remember attackers are risk averse! ▪ Commonalities on trees = which products / strategies mitigate the most risk across various attacks 32
  • 34. 34 Learning = predicting how players will act based on prior games / rounds
  • 35. Human brains ▪ Error-driven reinforcement learning (“trial & error”) ▪ People have “learning rates,” how much experiences factor into decision making ▪ Dopamine neurons encode reward prediction errors (feedback expected minus feedback received) 35
  • 36. Case study: Veksler & Buchler ▪ Fixed strategy = prevent 10% - 25% of attacks ▪ Game Theory strategy = prevent 50% of attacks ▪ Random strategy = prevent 49.6% of attacks ▪ Cognitive Modeling strategy = prevent between 61% - 77% 36
  • 37. 37 Don’t be replaced by a random SecurityStrategyTM algorithm
  • 38. Account for attacker cognition ▪ Preferences change based on experience (learning) ▪ Models should incorporate the “post-decision-state” ▪ Higher the attacker’s learning rate, easier to predict their decisions ▪ Allows opportunity to manipulate adversary learning ▪ Fine to take a “blank slate” approach 38
  • 39. 39 Exploit the fact that you understand the local environment better than attackers
  • 40. New types of exploitation Information Asymmetry Exploitation ▪ Disrupt attacker learning process by sending false information ▪ Honeytokens (e.g. Canaries), fake directories, false infrastructure data Learning Rate Exploitation ▪ Predict their decisions & cut off that attack path ▪ Or, fluctuating infrastructure for unreliable prior experiences 40
  • 41. Info asymmetry exploitation: falsifying data ▪ Information asymmetry = defenders have info adversaries need to intercept ▪ Dynamic environments = frequently in learning phase ▪ Either hide or falsify information on the legitimate system side ▪ Goal is to disrupt the learning process 41
  • 42. Learning rate exploitation: model tracing ▪ Change in the expected utility of offensive action = learning-rate (success/failure – action-utility) ▪ Keep track of utility values for each attacker action ▪ For detected / blocked actions, attacker action & outcome are known variables (so utility is calculable) ▪ Highest “U” = action attacker will pursue 42
  • 43. Model tracing example ▪ ΔUA = α (R – UA) – α = learning rate – R = feedback (success / failure) ▪ If α = 0.2, R = 1 for win and -1 for loss, then for a “blank slate”: – ΔUA = 0.2(1-0) = 0.2  20% more likely to conduct this again – Adjust learning rate based on data you see 43
  • 44. Practical tips ▪ Leverage decision trees again to incorporate attacker utility models (doesn’t have to be exact!) ▪ Honeytokens / canaries are easiest to implement ▪ Ensure you’re detecting / collecting data on attacker activity across the entire kill chain ▪ Fluctuating infrastructure is a bit harder (but the future?) ▪ Recognize that strategies will change 44
  • 46. 46 It is no longer time for some Game Theory
  • 47. 47 (It may be time for an extended Biggie metaphor)
  • 48. 48 It’s like the more money infosec comes across, the more problems we see
  • 49. 49 Empirically, people see B.G.T. be flossin’
  • 50. 50 B-G-T D-E-I-C-A1, no info for the PLA 1. Abbreviation of (most of) the kill chain
  • 51. tl;dr Your defensive essentials:  Belief prompting  Decision tree modeling  Fluctuating your infrastructure  Tracing attacker utility models  Falsifying information 51 Stop using:  Static strategies & playbooks  Game Theory 101  Block & tackle  Vuln-first approach
  • 52. 52 “Good enough is good enough. Good enough always beats perfect.” —Dan Geer
  • 53. Further reading ▪ David Laibson’s Behavioral Game Theory lectures @ Harvard ▪ Vincent Crawford’s “Introduction to Behavioral Game Theory” lectures @ USCD ▪ “Advances in Understanding Strategic Behavior,” Camerer, Ho, Chong ▪ “Deterrence and Risk Preferences in Sequential Attacker–Defender Games with Continuous Efforts,” Payappalli, Zhuang, Jose ▪ “Know Your Enemy: Applying Cognitive Modeling in the Security Domain,” Veksler, Buchler ▪ “Improving Learning and Adaptation in Security Games by Exploiting Information Asymmetry,” He, Dai, Ning ▪ “Human Adversaries in Opportunistic Crime Security Games: Evaluating Competing Bounded Rationality Models,” Abbasi, Short, Sinha, Sintov, Zhang, Tambe ▪ “Solving Defender-Attacker-Defender Models for Infrastructure Defense” by Alderson, Brown, Carlyle, Wood ▪ “Behavioral theories and the neurophysiology of reward,” Schultz ▪ “Measuring Security,” Dan Geer ▪ “Mo’ Money Mo’ Problems” by the Notorious B.I.G. 53
  • 54. Questions? ▪ Twitter: @swagitda_ ▪ LinkedIn: /kellyshortridge ▪ Email: kelly@greywire.net 54