Communication Protocols and GAMES/Games*

Damian Niwiński, Jerzy Tyszkiewicz
Warsaw University

*Cross out inapplicable.


Main questions of the talk

Case study 1

Communication complexity

A finite function f:X x Y >Z is given.

Player A knows x ε X, player B knows y ε Y. They want to compute f(x,y) exchanging as little information as possible.

The total length of messages exchanged in their optimal protocol is the communication complexity of f.

A protocol is a binary tree with internal nodes labelled by functions either X > {0,1} (where A sends a message) or Y > {0,1} (where B sends a message). Leaves are labelled by elements of Z (which are the values computed by the protocol). The communication complexity of f is the minimal depth of a protocol tree, computing f.

Sources: there is a short survey of communication complexity [Kushilevitz]. I also recomment the book [Kshilevitz,Nisan].

Each of the players makes a move in the game and notifies the other player about the move.

Main observations:

Case study 2

Communication complexity over noisy channels

In scenario as in the classical communication complexity, the transmission channel is polluted by random noise: each bit sent is reversed with a fixed probability λ ε (0,1).

Simple protocols, as in the perfect transmission case, do not go through: it is impossible to design a protocol which guarantees success, i.e., always computes f(x,y) (Hint: imagine an unfortunate situation when all bits are set/left 0).

Theorem [Schulman, L.J.,Coding for interactive communication. Codes and complexity. IEEE Trans. Inform. Theory 42 (1996), 1745--1756, abstract.]
There is a transformation, which each protocol computing f in t steps over a noiseless channel, transforms into another protocol, which computes f in c(λ)·t steps over a noisy channel, with probability of failure exponentially small in t.

Communication complexity over unsecure channels

In scenario as in the classical communication complexity, k among the the transmitted bits can be reversed by a hostile intruder.

Investigated in limited form of Ulam Game with lies:

Many papers investigated the length of the optimal strategy for the second player. See short expositions of [Savadjiev] (contains more recent results) and [Montague] (not THAT Montague; gives better references).

Communication complexity over noisy or insecure channels

Main observations:

Case study 3

Bisimulation

Two computing devices are modeled as two transition systems S and T (finite or not). An infinite bisimulation game is played on S and T by two players:

Main observations:

Case study 4

Protocols against environment

There are protocols, whose actions are best modeled by games agains environment, e.g., protocols of WWW servers. Such a protocol must be

Main objective

Merge all four scenarios
into a single game(s)-oriented framework

We argue that it might be very desirable.

Multitude of adversary forms

Along the examples, we had Make the form of the adversary a parameter in the model.

Bisimulation + Communication Complexity

Suppose that the shortest winning strategy for the first (bad) player has 21000 moves. It means that within the lifespan of the hardware on which the systems run, no difference between them will be detected.

Give the problem

given two transition systems and number k, decide if the systems are bisimilar within k steps
a meaningful interpretation.

Hopefully it has a lower complexity than the general problem.

Games against environment + Communication Complexity

Suppose that the shortest finite winning strategy for the good player exists, but is exponential in the size of the transition system and the winning condition [Marcinkowski]. It means that the system, while sucure, is susceptible to Denial of Service attacks.

Attack outline:

The following problems seem relevant and deserve proper formulation and investigation:

Search for a strategy in communication complexity

In communication complexity, one assumes that the parties agreed upon the optimal protocol beforehand.

One can consider a universal protocol, which always succeeds and achieves the minimal communication, provided that f is finite and is a part of the input.

The same strategy works for infinite f at the expense of arbitrary small amount of extra communication.

Questions:

On a general level

Main issues:

Turning failure into a success?

By analogy:

Question

Is there a method to design systems with reversed roles of the players?

Case study 5

Attack on the Needham--Schroeder protocol

Discovered by formal methods, Lowe 1996. [Note: Javier Esparza pointed out that, according to the Lowe's talk on TACAS'96, the attack was discovered by insight, and actually confirmed by formal methods (FDR).]
nX is a unique "nounce" originating from X.
K_X is the private key of X.
{...}K_X is a message encoded by K_X.

Normal run of the protocol

Communication Message sent
X ---> Y
From: X{nX X}K_Y
To: Y
Y ---> X
From: Y{nX nY}K_X
To: X
X ---> Y
From: X{nY}K_Y
To: Y

Attack

Red A indicates either the intruder (I) impersonating A, or I thought by B to be A. Yellow messages constitute an attack, in the course of which B communicates with I, but is sure he has communicated with A.

Communication Message sent
A ---> I
From: A{nA A}K_I
To: I
I ---> B
From: A{nAA}K_B
To: B
B ---> I
From: B{nA nB}K_A
To: A
I ---> A
From: I{nA nB}K_A
To: A
A ---> I
From: A{nB}K_I
To: I
I ---> B
From: A{nB}K_B
To: B

Main objective

Construct a game model for insecure protocols.

It will involve multiple parties including intruder.

A tale of the third player

i wins      iff      
lim sup
n --> oo
rank(un) = i(mod 3)

Generalisation of parity games, to more than 2 players. Such games need not be determined.

McNaughton example revisited


Player 0 can not win, but has the power to decide who of 1, 2 wins.

Games with payoff

payoff(i) =
max repeated rank m with m mod 3 = i
or -oo

What kind of determinacy results can one expect ?

Remark: Oblivious strategy need not be positional.

Question: Is it important that a player can distinguish between her opponents ?