Modeling the effects of amount and timing of deception in simulated network scenarios

Palvi Aggarwal, Cleotilde González, V. Dutt
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引用次数: 11

Abstract

With the growth of digital infrastructure, cyber-attacks are increasing in the real-world. Cyber-attacks are deliberate exploitation of computer systems, technology-dependent enterprises, and networks. Deception, i.e., the act of making someone believe in something that is not true, could be a way of countering cyber-attacks. In this paper, we propose a real-time simulation environment (“Deception Game”), which we used to evaluate and model the decision making of hackers in the presence of deception. In an experiment, using a repeated Deception Game (N = 100 participants), we analyzed the effect of two factors on participants' decisions to attack a computer network: amount of deception used and the timing of deception. Across 10-attack trials, the amount of deception used was manipulated at 2-levels: low and high. The timing of deception was manipulated at 2-levels: early and late. Results revealed that using late and high deception caused a reduction in attacks on regular webserver compared to early and low deception. Furthermore, we developed a cognitive model of hacker's decision-making using Instance-Based Learning (IBL) Theory, a theory of decisions from experience. The parameters obtained from the model helped explain the reasons for our experimental results.
模拟网络场景中欺骗数量和时间的影响
随着数字基础设施的发展,现实世界中的网络攻击越来越多。网络攻击是对计算机系统、依赖技术的企业和网络的蓄意利用。欺骗,即让某人相信不真实的事情,可能是对抗网络攻击的一种方式。在本文中,我们提出了一个实时仿真环境(“欺骗游戏”),我们用它来评估和建模黑客在欺骗存在下的决策。在一项实验中,我们使用重复欺骗游戏(N = 100名参与者),分析了两个因素对参与者攻击计算机网络的决定的影响:使用欺骗的数量和欺骗的时间。在10次攻击试验中,使用的欺骗量分为两个级别:低和高。欺骗时间分为早、晚两个层次。结果显示,与早期和低欺骗相比,使用晚欺骗和高欺骗可以减少对常规web服务器的攻击。此外,我们利用基于实例的学习理论(IBL)建立了黑客决策的认知模型,这是一种基于经验的决策理论。从模型中得到的参数有助于解释我们实验结果的原因。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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