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Review of: Detecting Network Intrusions via Sampling: A Game Theoretic Approach

CS7701: Research Seminar on Networking http://arl.wustl.edu/~jst/cse/770/. Review of: Detecting Network Intrusions via Sampling: A Game Theoretic Approach. Paper by: Murali Kodialam (Bell Labs) T.V. Lakshman (Bell Labs) Published in: IEEE Infocom 2003 Reviewed by: James Moscola

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Review of: Detecting Network Intrusions via Sampling: A Game Theoretic Approach

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  1. CS7701: Research Seminar on Networking http://arl.wustl.edu/~jst/cse/770/ Review of: Detecting Network Intrusions via Sampling: A Game Theoretic Approach Paper by: Murali Kodialam (Bell Labs) T.V. Lakshman (Bell Labs) Published in: IEEE Infocom 2003 Reviewed by: James Moscola Discussion Leader: Todd Sproull

  2. Outline • Introduction • Problem Definition • Solution of the Game • Routing to Improve the Value of the Game • Variants and Extensions • Experimental Results • Conclusions

  3. Introduction • Two key areas of network security are: • Intrusion Detection • Intrusion Prevention • Intrusions can be: • Denial of Service Attacks • Viruses • In a typical intrusion problem the intruder tries to access a particular file server or website • Authors examine problem where an intruder attempts to send a malicious packet to a given network node • Network attempts to detect the intrusion through sampling

  4. Background • Previous work that used network sampling: • [6] – “SRED: Stabilized RED” • [7] – “CHOKE, A Stateless Active Queue Management Scheme for Approximating Fair Bandwidth Allocation” • [3] – “A Framework for Passive Packet Measurement” • Above all require ONLY header sampling • What’s different with this work: • Detecting intrusion will most likely require looking at more than the header • Must sample in real time if we want to detect and prevent an intrusion. • Must keep sampling cost in mind during analysis

  5. Problem Definition: • Network Set-Up • G = (N, E) • N is the set of nodes • E is the set of unidirectional links • n is the number of nodes • m is the number of links • capacity of link eE is denoted ce • Traffic on link e is denoted by fe • Puv is the set of paths from u to v in G • Muv(w)is max flow that can be sent from node u to v with w as the link capacities • Cuv is the set of links in the minimum cut

  6. Problem Definition (continued): • Network Intrusion Game • Two players • Intruder • Inject an attack packet from attack node a trying to reach target node t • Successful if attack packet reaches t undetected • Service Provider • Detect malicious packets • Sample packets along the links of the network looking for malicious packets • Intrusion is detected if service provider samples the attack packet

  7. Problem Definition (continued): • Constraints of the Game • Service provider is given a sampling bound of B packets per second to make the game more interesting and realistic • If service provider could sample EVERY packet he could always win • In the real world there wouldn’t be enough resources to sample all packets anyway • Sampling of B packets per second can be arbitrarily distributed over all links on the network • Probability of detecting a malicious packet on a given link is: pe = se / fe where seis the sampling rate on link e • SeE se B • More assumptions to make the game more interesting • Service Provider AND Intruder have complete knowledge of network topology • Intruder is capable of picking paths in the network for his attack to make detecting the attack more difficult for the Service Provider

  8. Strategies for the Game • Intruder • Select an attack path from the set of all available paths between a and t (Pat) with probability q(P) • Probability distribution over paths Pat such that SPPq(P) = 1 • V = { q : SPPq(P) = 1 } is the set of possible probability allocations over the set of paths between a and t • Service Provider • Choose the sampling rates for the network links that will give the greatest probability of detecting an attack • U = { p : SeE pefe B } is the set of possible detection probability vectors that are within the sampling budget B

  9. Strategies for the Game

  10. Strategies for the Game

  11. Payoff / Strategy • The number of times the malicious packet is detected as it goes from a to t over path P: • SPP q(P) * SePpe • Service provider wants to maximize this number: • maxpUSPP q(P) * SePpe • But the intruder knows this, and thus wants to minimize the service providers maximum: • minqV maxpUSPP q(P) * SePpe • The flipside: • Intruder wants to minimize SPP q(P) * SePpe • minqVSPP q(P) * SePpe • But the service provider knows this, and thus wants to maximize the intruders minimum: • maxpU minqVSPP q(P) * SePpe

  12. Solution of the Game • The value of the game is:  = BMat(f)-1 • The intruder … • needs to decompose the max flow into flows on paths P1, P1, … , Pl from a to t with flows of m1, m2, … , ml • Introduces the malicious packet along the path Pi with probability mi * Mat(f)-1 • The Service Provider … • needs to compute the maximum flow from a to t using fe as the capacity of link e • e1, e2, … , errepresent the links of the corresponding minimum cut with flows f1, f2, … , fr • samples link eiat rate Bfi Mat(f)-1

  13. Example • Max Flow = Mat(f) = 11.5 • Sampling Budget B=5 • a = 1 • t = 5 • Intruder: • Introduce packets on Pi with probability mi * Mat(f)-1 • Prob of P1-2-5 = 7.0/11.5 • Prob of P1-2-6-5 = 0.5/11.5 • Prob of P1-3-4-5 = 4.0/11.5 • Service Provider • Sample link ei at a rate of Bfi Mat(f)-1where ei is a link in the minimum cut • Rate of e1-2 = (5*7.5)/11.5 • Rate of e4-5 = (5*4.0)/11.5 •  = 5 / 11.5

  14. Observations • Since the service provider samples packets on the minimum cut, this implies that for any path the intruder would choose, the malicious packet will be sampled at most once • If B  Mat(f) then the malicious packet will always be detected • If B < Mat(f) then there is some probability that the malicious packet will not be detected

  15. Routing to Improve the Value of the Game • The previous solution BMat(f)-1 assumes a fixed link flow • Flows on the links are a result of routing demands between nodes pairs in the network • Service Provider can adjust the flows on network links: • Increase prob of detecting malicious packet • Increase the value of the game • Want to maximize value of the game • Minimize Mat(f)

  16. Objective of Service Provider • Route the source-destination demands to minimize Mat(f) • Solve the following: • minxXMat(f) , where f = SkSPP:ePx(P) • X • Denotes allocation of flow on paths • Meets the demand for each commodity • Satisfies capacity constraints on network links • minxXMat(SkSPP:ePx(P)) • Need a way to solve the above equation • Try two different heuristic methods • Flow Flushing Algorithm • Cut Saturation Algorithm

  17. Flow Flushing Algorithm • The flow on the links is a result of routing the different source-destination demands in the network • Mat(f) + Mat(c-f)  Mat(c) • Solve this as a multi-commodity flow problem with K+1 commodities • K original demands • +1 new demand between a and t for the attack

  18. Flow Flushing Algorithm (cont…) •  = 5 / 9.95

  19. Cut Saturation Algorithm • Picks some a – t cut and tries to direct flow away from the cut. • Making the cut small limits the max a – t flow • Introduce two new nodes s’ and t’ • Determine the highest flow that can be sent from s’ to t’ while keeping the source-destination demands routable • Solve similarly to the Flow Flushing Algorithm • K+1 flows go between s’ and t’ instead of between a and t

  20. Cut Saturation Algorithm (cont …)  = 5 / 8.0

  21. Variants and Extensions • First two variants: • The intruder can introduce the malicious packet from any one of a set of attack nodes where A  N • Assume tA • The objective of the intruder is to reach any one of a set of target nodes T  N • Assume AT = { } • Solution for the above two variants: • Introduce a super source node that is connected to all nodes in A • Introduce a super sink node that is connected to all nodes in T • Play game between super source and super sink node • Third variant: • The intruder can introduce the packet at any one of a set of attack nodes A but no longer has control over the routing in the network • Routing in the network is shortest-path routing

  22. Shortest Path Routing Game • Assume that each link has a length • Packets are routed from the source to the destination along the shortest paths according to the length metric • Ties are broken arbitrarily • Given any two nodes in the network, there is a unique path from one to the other • Objectives • The intruder must determine which node of the attack set A to introduce the packet into • The service provider must determine the sampling rate at the links subject to a sampling budget of B • Solve like a shortest path problem where we find the shortest path from all nodes in A to the destination d • L(d) represents the maximum flow that can be sent from all the nodes in A to the destination node d • The value of the game is  = B / L(d)

  23. Experimental Results • The experimental network • Each unidirectional link represents two directed links each having a capacity of 10 units

  24. Experimental Results (cont …) • The following experiments were performed: • Single attack node and single target node • Multiple attack nodes and single target node • Multiple attack nodes and multiple target nodes • For each of the above, three algorithms were run: • Routing to minimize the highest utilized link • f1represents the m-vector of link flows as a result of this alg. • Routing with flow flushing algorithm • f2 represents the m-vector of link flows as a result of this alg. • Routing with cut saturation algorithm • f3 represents the m-vector of link flows as a result of this alg.

  25. Experimental Results (cont …) • M(fi) represents the maximum flow that can be sent from node a to t using fi as the link capacities • Value of the game is:  = B / M( ) • The smaller the value of M, the better the chances of detection for a given sampling budget

  26. Experimental Results (cont …) • Changing the routing significantly changes the maximum flow and hence the value of the game • The flow flushing algorithm and the cut saturation algorithm both perform similarly well. • Both out-perform the simple minmax solution

  27. Effect of Capacity on the Value of the Game • As the amount of spare capacity in a network increases , the opportunity to reroute flows increases • Service Provider can improve probability of detection by exploiting the spare capacity to reroute flows • A second experiment was conducted to illustrate this • Link capacity is fixed at some constant C • If C increases, the opportunity to reroute flows also increases

  28. Effect of Capacity on the Value of the Game • As the maximum utilization becomes lower, the amount of spare capacity to reroute flows increases • This implies that both the Flow Flushing Algorithm and the Saturation Cut Algorithm will have more alternate paths

  29. Effect of Capacity on the Value of the Game • As the value of C increases, the maximum flow decreases • Thus the value of the game increases

  30. Conclusions • Packet sampling and examination can be expensive in real-time • Network operator must devise a sampling scheme that will have the greatest probability of detecting intruding packets • Several scenarios were considered • Intruder has complete knowledge of the network topology • Intruder can pick paths in the network • Intruder can pick an entry point into the network if shortest path algorithm is being used • Proposed two algorithms • Flow Flushing Algorithm • Cut Saturation Algorithm • Evaluated the performance of the minmax, flow flushing algorithm, and cut saturation algorithm

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