来自模块化平方根的非并行和非交互式客户端谜题

Yves Igor Jerschow, M. Mauve
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引用次数: 30

摘要

拒绝服务(DoS)攻击的目的是通过大量的虚假请求来耗尽服务器的资源,这已经成为一种严重的威胁。特别是依赖于公钥加密和执行昂贵的身份验证握手的协议可能很容易成为攻击目标。针对DoS攻击的一个众所周知的对策是客户端谜题。受害服务器要求客户机在处理请求之前提交计算资源。为了获得服务,客户端必须解决一个密码谜题并提交正确的解决方案。现有的客户端谜题方案有一些缺点。它们要么是可并行的、粗粒度的,要么只能交互使用。在交互式客户端谜题的情况下,服务器提出挑战,攻击者可以通过注入包含伪造谜题参数的伪造数据包对客户端进行反击。本文介绍了一种基于平方根对素数取模计算的客户端谜题解决方案。模块化平方根谜题是不可并行的,也就是说,通过将谜题分配给多个机器或CPU内核,解决方案不能比计划更快地获得,它们可以交互或非交互地使用。我们的谜题提供多项式粒度和紧凑的解决和验证功能。基准测试结果证明了我们的方法在1 GBit甚至10 GBit网络中减轻主机DoS攻击的可行性。此外,我们还展示了如何通过为客户端引入基于带宽的成本因素来提高谜题方案的效率。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Non-Parallelizable and Non-Interactive Client Puzzles from Modular Square Roots
Denial of Service (DoS) attacks aiming to exhaust the resources of a server by overwhelming it with bogus requests have become a serious threat. Especially protocols that rely on public key cryptography and perform expensive authentication handshakes may be an easy target. A well-known countermeasure against DoS attacks are client puzzles. The victimized server demands from the clients to commit computing resources before it processes their requests. To get service, a client must solve a cryptographic puzzle and submit the right solution. Existing client puzzle schemes have some drawbacks. They are either parallelizable, coarse-grained or can be used only interactively. In case of interactive client puzzles where the server poses the challenge an attacker might mount a counterattack on the clients by injecting fake packets containing bogus puzzle parameters. In this paper we introduce a novel scheme for client puzzles which relies on the computation of square roots modulo a prime. Modular square root puzzles are non-parallelizable, i.e., the solution cannot be obtained faster than scheduled by distributing the puzzle to multiple machines or CPU cores, and they can be employed both interactively and non-interactively. Our puzzles provide polynomial granularity and compact solution and verification functions. Benchmark results demonstrate the feasibility of our approach to mitigate DoS attacks on hosts in 1 or even 10 GBit networks. In addition, we show how to raise the efficiency of our puzzle scheme by introducing a bandwidth-based cost factor for the client.
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