86.3DSApr 16
Fast Concurrent Primitives Despite ContentionMichael A. Bender, Guy E. Blelloch, Martin Farach-Colton et al.
We study the problem of constructing concurrent objects in a setting where $P$ processes run in parallel and interact through a shared memory that is subject to write contention. Our goal is to transform hardware primitives that are subject to write contention into ones that handle contention gracefully. We give contention-resolution algorithms for several basic primitives, and analyze them under a relaxed, roughly-synchronous stochastic scheduler, where processes run at roughly the same rate up to a constant factor with high probability. Specifically, we construct read/write registers and CAS registers that have latency $O(\log P)$ w.h.p. under our scheduler model, using $O(1)$ hardware read/write registers and, in the case of our CAS construction, one hardware CAS register. Our algorithms guarantee performance even when their operations are invoked by an adaptive adversary that is able to see the entire history of operations so far, including their timing and return values. This allows them to be used as building blocks inside larger programs; using this compositionality property, we obtain several other constructions (LL/SC, fetch-and-increment, bounded max registers, and counters). To complement our constructions, we give a trade-off showing that even under a perfectly synchronous schedule and even if each process only executes one operation, any algorithm that implements any of the primitives that we consider, uses space $M$, and has latency at most $L$ with high probability must have expected latency at least $Ω(\log_{ML} P)$.
CRNov 30, 2015
Tracking Network Events with Write Optimized Data Structures: The Design and Implementation of TWIAD: The Write-Optimized IP Address DatabaseNolan Donoghue, Bridger Hahn, Helen Xu et al.
Access to network traffic records is an integral part of recognizing and addressing network security breaches. Even with the increasing sophistication of network attacks, basic network events such as connections between two IP addresses play an important role in any network defense. Given the duration of current attacks, long-term data archival is critical but typically very little of the data is ever accessed. Previous work has provided tools and identified the need to trace connections. However, traditional databases raise performance concerns as they are optimized for querying rather than ingestion. The study of write-optimized data structures (WODS) is a new and growing field that provides a novel approach to traditional storage structures (e.g., B-trees). WODS trade minor degradations in query performance for significant gains in the ability to quickly insert more data elements, typically on the order of 10 to 100 times more inserts per second. These efficient, out-of-memory data structures can play a critical role in enabling robust, long-term tracking of network events. In this paper, we present TWIAD, the Write-optimized IP Address Database. TWIAD uses a write-optimized B-tree known as a B ε tree to track all IP address connections in a network traffic stream. Our initial implementation focuses on utilizing lower cost hardware, demonstrating that basic long-term tracking can be done without advanced equipment. We tested TWIAD on a modest desktop system and showed a sustained ingestion rate of about 20,000 inserts per second.
CRMar 19, 2015
Games Without Frontiers: Investigating Video Games as a Covert ChannelBridger Hahn, Rishab Nithyanand, Phillipa Gill et al.
The Internet has become a critical communication infrastructure for citizens to organize protests and express dissatisfaction with their governments. This fact has not gone unnoticed, with governments clamping down on this medium via censorship, and circumvention researchers working to stay one step ahead. In this paper, we explore a promising new avenue for covert channels: real-time strategy-video games. Video games have two key features that make them attractive cover protocols for censorship circumvention. First, due to the popularity of gaming platforms such as Steam, there are a lot of different video games, each with their own protocols and server infrastructure. Users of video-game-based censorship-circumvention tools can therefore diversify across many games, making it difficult for the censor to respond by simply blocking a single cover protocol. Second, games in the same genre have many common features and concepts. As a result, the same covert channel framework can be easily adapted to work with many different games. This means that circumvention tool developers can stay ahead of the censor by creating a diverse set of tools and by quickly adapting to blockades created by the censor. We demonstrate the feasibility of this approach by implementing our coding scheme over two real-time strategy-games (including a very popular closed-source game). We evaluate the security of our system prototype -- Castle -- by quantifying its resilience to a censor-adversary, its similarity to real game traffic, and its ability to avoid common pitfalls in covert channel design. We use our prototype to demonstrate that our approach can provide throughput which is amenable to transfer of textual data, such at e-mail, SMS messages, and tweets, which are commonly used to organize political actions.
CRJan 23, 2014
New Approaches to Website Fingerprinting DefensesXiang Cai, Rishab Nithyanand, Rob Johnson
Website fingerprinting attacks enable an adversary to infer which website a victim is visiting, even if the victim uses an encrypting proxy, such as Tor. Previous work has shown that all proposed defenses against website fingerprinting attacks are ineffective. This paper advances the study of website fingerprinting attacks and defenses in two ways. First, we develop bounds on the trade-off between security and bandwidth overhead that any fingerprinting defense scheme can achieve. This enables us to compare schemes with different security/overhead trade-offs by comparing how close they are to the lower bound. We then refine, implement, and evaluate the Congestion Sensitive BuFLO scheme outlined by Cai, et al. CS-BuFLO, which is based on the provably-secure BuFLO defense proposed by Dyer, et al., was not fully-specified by Cai, et al, but has nonetheless attracted the attention of the Tor developers. Our experiments find that CS-BuFLO has high overhead (around 2.3-2.8x) but can get 6x closer to the bandwidth/security trade-off lower bound than Tor or plain SSH.