Entries Tagged "games"

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Chinese Army Developed Online Wargame

This is a really weird story:

After setting up its own cyber-warfare team, China’s military has now developed its first online war game aimed at improving combat skills and battle awareness, state press said Wednesday.

“Glorious Mission” is a first-person shooter game that sends players on solo or team missions armed with high-tech weapons, the China Daily reported.

How is this different from any of the dozens of other first-person shooter games with realistic weapons?

And does “training” on these games really translate into the real world?

EDITED TO ADD (7/13): The original story by China Daily is more detailed and easier to follow.

Posted on June 30, 2011 at 8:15 AMView Comments

Interview with Me About the Sony Hack

These are what I get for giving interviews when I’m in a bad mood. For the record, I think Sony did a terrible job with its customers’ security. I also think that most companies do a terrible job with customers’ security, simply because there isn’t a financial incentive to do better. And that most of us are pretty secure, despite that.

One of my biggest complaints with these stories is how little actual information we have. We often don’t know if any data was actually stolen, only that hackers had access to it. We rarely know how the data was accessed: what sort of vulnerability was used by the hackers. We rarely know the motivations of the hackers: were they criminals, spies, kids, or someone else? We rarely know if the data is actually used for any nefarious purposes; it’s generally impossible to connect a data breach with a corresponding fraud incident. Given all of that, it’s impossible to say anything useful or definitive about the attack. But the press always wants definitive statements.

Posted on May 13, 2011 at 11:29 AMView Comments

Virtual Mafia in Online Worlds

If you allow players in an online world to penalize each other, you open the door to extortion:

One of the features that supported user socialization in the game was the ability to declare that another user was a trusted friend. The feature involved a graphical display that showed the faces of users who had declared you trustworthy outlined in green, attached in a hub-and-spoke pattern to your face in the center.

[…]

That feature was fine as far as it went, but unlike other social networks, The Sims Online allowed users to declare other users untrustworthy too. The face of an untrustworthy user appeared circled in bright red among all the trustworthy faces in a user’s hub.

It didn’t take long for a group calling itself the Sims Mafia to figure out how to use this mechanic to shake down new users when they arrived in the game. The dialog would go something like this:

“Hi! I see from your hub that you’re new to the area. Give me all your Simoleans or my friends and I will make it impossible to rent a house.”

“What are you talking about?”

“I’m a member of the Sims Mafia, and we will all mark you as untrustworthy, turning your hub solid red (with no more room for green), and no one will play with you. You have five minutes to comply. If you think I’m kidding, look at your hub-three of us have already marked you red. Don’t worry, we’ll turn it green when you pay…”

If you think this is a fun game, think again-a typical response to this shakedown was for the user to decide that the game wasn’t worth $10 a month. Playing dollhouse doesn’t usually involve gangsters.

EDITED TO ADD (12/12): SIM Mafia existed in 2004.

Posted on November 25, 2009 at 6:36 AMView Comments

Second SHB Workshop Liveblogging (5)

David Livingstone Smith moderated the fourth session, about (more or less) methodology.

Angela Sasse, University College London (suggested reading: The Compliance Budget: Managing Security Behaviour in Organisations; Human Vulnerabilities in Security Systems), has been working on usable security for over a dozen years. As part of a project called “Trust Economics,” she looked at whether people comply with security policies and why they either do or do not. She found that there is a limit to the amount of effort people will make to comply—this is less actual cost and more perceived cost. Strict and simple policies will be complied with more than permissive but complex policies. Compliance detection, and reward or punishment, also affect compliance. People justify noncompliance by “frequently made excuses.”

Bashar Nuseibeh, Open University (suggested reading: A Multi-Pronged Empirical Approach to Mobile Privacy Investigation; Security Requirements Engineering: A Framework for Representation and Analysis), talked about mobile phone security; specifically, Facebook privacy on mobile phones. He did something clever in his experiments. Because he wasn’t able to interview people at the moment they did something—he worked with mobile users—he asked them to provide a “memory phrase” that allowed him to effectively conduct detailed interviews at a later time. This worked very well, and resulted in all sorts of information about why people made privacy decisions at that earlier time.

James Pita, University of Southern California (suggested reading: Deployed ARMOR Protection: The Application of a Game Theoretic Model for Security at the Los Angeles International Airport), studies security personnel who have to guard a physical location. In his analysis, there are limited resources—guards, cameras, etc.—and a set of locations that need to be guarded. An example would be the Los Angeles airport, where a finite number of K-9 units need to guard eight terminals. His model uses a Stackelberg game to minimize predictability (otherwise, the adversary will learn it and exploit it) while maximizing security. There are complications—observational uncertainty and bounded rationally on the part of the attackers—which he tried to capture in his model.

Markus Jakobsson, Palo Alto Research Center (suggested reading: Male, late with your credit card payment, and like to speed? You will be phished!; Social Phishing; Love and Authentication; Quantifying the Security of Preference-Based Authentication), pointed out that auto insurers ask people if they smoke in order to get a feeling for whether they engage in high-risk behaviors. In his experiment, he selected 100 people who were the victim of online fraud and 100 people who were not. He then asked them to complete a survey about different physical risks such as mountain climbing and parachute jumping, financial risks such as buying stocks and real estate, and Internet risks such as visiting porn sites and using public wi-fi networks. He found significant correlation between different risks, but I didn’t see an overall pattern emerge. And in the discussion phase, several people had questions about the data. More analysis, and probably more data, is required. To be fair, he was still in the middle of his analysis.

Rachel Greenstadt, Drexel University (suggested reading: Practical Attacks Against Authorship Recognition Techniques (pre-print); Reinterpreting the Disclosure Debate for Web Infections), discussed ways in which humans and machines can collaborate in making security decisions. These decisions are hard for several reasons: because they are context dependent, require specialized knowledge, are dynamic, and require complex risk analysis. And humans and machines are good at different sorts of tasks. Machine-style authentication: This guy I’m standing next to knows Jake’s private key, so he must be Jake. Human-style authentication: This guy I’m standing next to looks like Jake and sounds like Jake, so he must be Jake. The trick is to design systems that get the best of these two authentication styles and not the worst. She described two experiments examining two decisions: should I log into this website (the phishing problem), and should I publish this anonymous essay or will my linguistic style betray me?

Mike Roe, Microsoft, talked about crime in online games, particularly in Second Life and Metaplace. There are four classes of people on online games: explorers, socializers, achievers, and griefers. Griefers try to annoy socializers in social worlds like Second Life, or annoy achievers in competitive worlds like World of Warcraft. Crime is not necessarily economic; criminals trying to steal money is much less of a problem in these games than people just trying to be annoying. In the question session, Dave Clark said that griefers are a constant, but economic fraud grows over time. I responded that the two types of attackers are different people, with different personality profiles. I also pointed out that there is another kind of attacker: achievers who use illegal mechanisms to assist themselves.

In the discussion, Peter Neumann pointed out that safety is an emergent property, and requires security, reliability, and survivability. Others weren’t so sure.

Adam Shostack’s liveblogging is here. Ross Anderson’s liveblogging is in his blog post’s comments. Matt Blaze’s audio is here.

Conference dinner tonight at Legal Seafoods. And four more sessions tomorrow.

Posted on June 11, 2009 at 4:50 PMView Comments

Buying Fake Nintendo Consoles Helps Terrorists

Really:

Speaking to the BBC, HMRC spokesperson Clare Merrills warned that faulty counterfeit consoles could be unsafe.

“You might find you plug it in and the adaptor sets on fire or the wires start to melt and stick out,” she warned.

“When you buy these goods, you’re not funding our economy, you’re actually funding criminals in these far off places and it could be linked to terrorism,” she added.

Why be rational, when you can stoke fear instead?

EDITED TO ADD (1/13): How to spot a fake Nintendo console.

Posted on December 16, 2008 at 10:47 AMView Comments

Sidebar photo of Bruce Schneier by Joe MacInnis.