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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Criteria for Classification of Cyber-training and Analysis of Organizational and Technical Platforms for Their Conduct</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Oleksandr Puchkov</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Igor Subach</string-name>
          <email>igor_subach@ukr.net</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Artem Zhylin</string-name>
          <email>zhylinartem@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Vitaliy Tsyganok</string-name>
          <email>vitaliy.tsyganok@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Institute of Special Communications and Information Protection of the National Technical University of Ukraine "Igor Sikorsky Kyiv Polytechnic Institute"</institution>
          ,
          <addr-line>4, Verkhnoklyuchova st., Kyiv, 03056</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
      </contrib-group>
      <fpage>37</fpage>
      <lpage>47</lpage>
      <abstract>
        <p>The article deals with the levels, types and kinds of cyber-training and provides a generalized classification. Such types of cyber-training as Capture the Flag and Cyber Range (Red Team / Blue Team) are considered in detail. As a separate approach, the gamification of cybertraining in the form of board and computer games is highlighted and analyzed. Further promising areas of research in the field of organization and conduct of cyber-training are suggested.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Cybersecurity</kwd>
        <kwd>cyber-training</kwd>
        <kwd>cyber polygon</kwd>
        <kwd>classification</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Formulation of the problem. With the development of information technology, cybercrime and
cyber terrorism are becoming the most pressing threat to the security of the state, society, and the
individual. To protect information and telecommunication systems from cyber threats, various
security systems are created and implemented, one of the elements of which is always the person who
configures and operates these systems. As noted in [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], the lack of specialists in the field of
cybersecurity prevents many organizations from implementing new cyber capabilities. To address this
problem, investment is increasing every year, both in training technology in general and in the
training of cybersecurity professionals in particular [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>
        One of the forms of training specialists in the field of cybersecurity is cyber-training.
Cybertraining is a type of training that is most often carried out on a cyber-field and conducted in real-time
among cybersecurity professionals or managers of various enterprises [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>
        At cyber ranges, participants can practice skills in the protection of information systems. Cyber
polygon is an interactive, virtual local area network of any organization, a system, with a set of tools
and programs that are connected to the virtual (simulated) Internet [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. It provides the environment for
gaining practical skills in networking devices and organizing a safe place to develop and test software.
A cyber polygon can include actual hardware and software, or it can be a combination of physical and
virtual components. At the Internet level, it not only simulates traffic, but also replicates network
services such as web pages, browsers, e-mail, and more. At the same time, there is an understanding
that cyber learning is not just about working out practical issues in cyber fields. The types of these
practical exercises in different sources are explained differently, which leads to misunderstandings
between different participants in the planning, organization, and conduction of these exercises.
Therefore, there is an urgent task of analyzing and classifying the cyber-training and platforms that
are used for their further selection in order to train cybersecurity professionals.
      </p>
      <p>
        Analysis of recent research and publications. The analysis of recent domestic and international
publications, which considered the topic of cyber-training and platforms for their conduct
(cybertraining grounds), shows that they can be divided into those that cover the process of preparation and
conduct of cyber-training, provide definitions of basic definitions and those that describe the technical
component of cyber polygons. For example, [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] presents an analysis of cyber fields implemented by
government agencies, special services, and US universities, and suggests a model the University of
Delaware cyber field is based on. [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] describes the process of deploying and maintaining the operation
of the cyber landfill through the use of Docker containerization technology, describes in detail the
topology of this environment, and provides configuration files for its configuration. The theoretical
substantiation of the essence, content, and goals of cyber-training, as well as the purpose,
composition, and structure of the cyber polygon, is considered in [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>
        In [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] the process of preparation and conduct of cyber-training from the beginning to the
submission of reports is considered. The work focuses on key aspects of exercise planning and
implementation, including objectives, scenarios, reporting, and evaluation procedures, network
architecture, tools, and experience gained by using the scenarios outlined during the training. The
reference materials presented in the document enable the training planner to understand the purpose,
goals, plans and processes in the organization and conduct of cyber -training.
      </p>
      <p>
        [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] describes an exercise that investigates the impact of cyber-offensive operations on the ability of
US defense systems to perform assigned tasks. The document describes the four steps of the
cybertraining process – preparation, execution, analysis of actions during execution, and submission of
reports.
      </p>
      <p>
        [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] provides recommendations on the frequency and duration of cyber-training among cyber
defense units of the security and defense sector, public authorities, critical infrastructure, etc.
      </p>
      <p>However, the analysis showed that at present there are no fixed and accepted norms on the criteria
for cyber-training classification as well as organizational and technical platforms on which they are
conducted.</p>
      <p>Therefore, the urgent scientific task is to develop criteria for the classification of cyber-training
and scientifically based recommendations for the selection of organizational and technical platforms
for their implementation.</p>
      <p>The purpose of the article is to develop approaches to the classification of cyber-training and
practical recommendations for the selection of organizational and technical platforms for their
implementation during the training of specialists in cybersecurity and cyber defense.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Result of the research</title>
      <p>
        In order to implement cyber-training in the educational process effectively, it is necessary to
understand clearly the purpose, the scope, and the level of efforts and resources involved. Nowadays,
there is no established generalized classification of cyber-training that would distinguish their levels,
forms, types, and kinds. The analysis of the literature [
        <xref ref-type="bibr" rid="ref2 ref9">2,9</xref>
        ] allows to allocate the following criteria of
cyber-training classification:
      </p>
      <p>By level:
strategic level – the level at which cyber-attacks are considered, decisions are made and risks are
assessed. Applied without the use of software and hardware. Usually, training is conducted for heads
of various power structures or organizations;</p>
      <p>technical level – the level at which practical skills are practiced. Training is conducted on a
cyberproving ground with the use of software and hardware. Engineers and information security specialists
are trained;</p>
      <p>
        operational level – a level in which, on the background of strategic level tasks, practical issues of
technical level are also worked out. This approach is considered to be the most effective for
cybertraining [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
      </p>
      <p>By form:
discussion – designed to familiarize participants with cybersecurity plans, policies, and
procedures. In the discussion exercises, participants discuss a specific, predetermined dilemma;
practical – used to test plans, policies, and procedures, as well as employee training. Usually, a
simulation is selected that correlates with the real environment.</p>
      <p>By kind:</p>
      <p>Desk Check – used to check cybersecurity plans, procedures, and any changes to them.
Scenariobased plans and procedures are discussed gradually. This allows you to understand what steps are
necessary and how they should be performed;</p>
      <p>Walkthrough – a specific scenario, such as a cyber-attack, is discussed in detail. It is determined
who does what and when, what actions are to be taken in a given situation. Specific steps to counter
attacks, including detection, response, follow-up, and conclusions are considered;</p>
      <p>Tabletop exercise – covers all aspects of attack management. All participants are previously given
the same information about the attack and its impact on the system. During the exercises, players
practice communication between themselves and society to disseminate information about the
cyberattack and respond to it. During Tabletop exercise, the attacked team can share relevant information,
get an overview, make decisions, and work out communication activities;</p>
      <p>Workshop – work on the scenario (step by step). Participants work out different actions and
analyze the possible result. This allows you to practice the actions of teams and individual participants
without time constraints, which helps to improve skills in crisis situations and scenarios;</p>
      <p>Comms check – this type of exercise is used to check systems and infrastructure for proper
operation according to specified requirements;</p>
      <p>A distributed tabletop exercise is a role-playing game in which participants act according to their
roles in the plans and procedures of the script. This exercise is similar to the Tabletop exercise but
there is no discussion. Participants must act in real-time. The results are discussed later. The
advantage of this exercise is that participants can practice procedures and actions in a normal
environment;</p>
      <p>Command Post Exercise – exercises are modeled without the possibility of using emergency
services. Attacked teams address issues and situations in realistic and evolutionary scenarios. As a
result, teams respond to the implementation of evolving scenarios in their own environment and on
their own;</p>
      <p>Simulation Exercise – in the simulation process, participants implement a realistic scenario in their
own environment. Participants practice under normal circumstances, as far as possible, at the expense
of their own resources in their own environment. The rest of the scenario is developed according to
the results of their decisions and actions. Exercises are suitable if the purpose of training is to test and
prepare participants in their own environment in conditions that are close to real. The intensity and
development of the scenario depends on the number of participants and their level of experience. It is
also important to decide whether only internal parties will be involved or whether external parties will
also be involved. Training can last from several hours to several days;</p>
      <p>Capture the Flag – "capture the flag". The purpose of training is to find a "flag" or other element
and "capture" it by identifying and presenting it to the head of training. The exercise can be conducted
in teams or individually, as well as with elements of competition or not;</p>
      <p>
        Cyber Range (Red Team / Blue Team) – a type of exercise in which the red team attacks a network
or other important object, and the blue team tries to weaken this attack and protect this object. This
exercise raises awareness of the potential risks of cybersecurity; it provides insights into possible
vulnerabilities and ways to address them, as well as strategies for detecting cyber-attacks and ways to
respond to them. [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]
      </p>
      <p>The classification of cyber-training according to the above criteria is shown in Table 1.
 hybrid;
 close to reality.</p>
      <p>
        The type of cyber-training determines the complexity of cyber-training, how long it will take and
what resources are needed [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
      </p>
      <p>Before the start of cyber-training, their planning is carried out: the type, shape, kind, and level at
which it will be conducted are determined. This stage usually takes from one to two months. First, the
problem that needs to be solved is identified – the problem of communication between members of
the governing body or other levels of management, inefficient procedures and processes, the
implementation of which leads to additional expenses and losses, lack of knowledge in management,
and so on. After identifying the problem, the management of cyber-training develops a scenario for its
implementation and determines its subject. Currently, the following topics are usually used:
 leakage of important information;
 infraction of contractual obligations;
 initiation by competitors of inspection of the regulator;
 blackmail by fraudsters / hackers;
 publication of information about the incident in the media;
 mass infection with the encryptor, etc.</p>
      <p>
        At the stage of cyber-training and assessment of acquired knowledge and skills, the data obtained
at the preparatory stage are taken into account:
 purpose and planned results;
 assessment of the necessity to involve outsiders and, if such necessity exists, arrangements
with them;
 list of required resources;
 the final scenario, which should remain secret, but participants should understand the training
conditions, rules, and their roles;
 final and approved rules for conducting cyber-training;
 list of participants indicating their roles;
 final materials for training;
 action plan, dates, deadlines, responsibilities, etc. [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>Thus, the analysis allows us to formulate a generalized scheme for the classification of
cybertraining (Table 3):</p>
      <p>Practical experience in training specialists with a bachelor's and master's degree in 125
Cybersecurity shows that the most interesting of these classifications are such kinds of training as
Capture the Flag and Cyber Range (Red Team / Blue Team).</p>
      <p>
        Cyber Range training (Red Team / Blue Team), their concept and tactics were suggested by the
NATO Cooperative Cyber Defense Center of Excellence (CCD COE) [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
      </p>
      <p>Training scenarios are different each year, but the structure and infrastructure for practical
exercises are relatively the same. A typical organizational structure of the exercises is shown in Fig. 1.
It includes five teams: White, Green, Yellow, Red and Blue teams.
All teams are in one information and telecommunications network (ITM) but they can be
geographically separated. Each team member has different skills, roles, and responsibilities. The team
usually consists of 6-10 specialists in the field of information technology and cybersecurity.</p>
      <p>The purpose of the blue team is to protect its virtual network and maintain the normal mode of its
operation. The Blue Team must report to the White Team on the detection and disposal of
cyberattacks. The task of the Red Team is to carry out cyber-attacks on the information infrastructure of the
Blue Team in order to compromise it. The red team may have other subordinate teams whose actions
are aimed at overcoming certain defense systems. The white team monitors the progress of training. It
sets the rules for both the Red and the Blue teams. The White team performs the functions of the
control cell in the process of performing practical exercises. It announces the stages and manages the
score of the Blue and the Red teams. The main goal of the Yellow Team is to ensure situational
awareness of the White Team, as well as of other teams. Situational awareness is formed from the
submitted reports of the Blue Team. The Green team creates an information infrastructure for
cybertraining by using the typical components of the platform chosen for it. In addition, the activities of
this team are aimed at maintaining the functioning of the information infrastructure of cyber-training.
The Green team consists of network administrators and software developers.</p>
      <p>Since Cyber Range-type cyber-training is focused on practical exercises and operation of hardware
and software complexes. Their effectiveness depends on such parameters as the number of places for
students; the complexity of the infrastructure, scenarios, and environment that was modeled; tools
used (to model the operation of system services and generate network traffic); categories of people
involved; completeness of automation, implementation, and virtualization of the network (The Virtual
Clone Network (VCN)); virtual private networks (VPN); use of public cloud infrastructure and
intellectual property rights on the platform on which Cyber Range training is conducted, etc.</p>
      <p>Hardware and software systems for Cyber Range training (hereinafter – Cyber Range Platforms)
are also aimed at:
 development and use of own training programs;
 testing students and providing an environment for research in the field of cybersecurity;
 support and integration of several groups of students in one environment;
 gamification and additional implementation of exercises such as Capture The Flag
(CTF);</p>
      <p>The analysis shows that the current Cyber Range Platforms are heterogeneous and can be used to
perform various practical tasks (scenarios) – from testing the response to errors in the work of web
services to learning the latest methods of cyber intelligence:
 scanning of hosts, ports, and operating systems;
 scanning hosts for vulnerabilities;
 scanning for vulnerabilities in web resources;
 use of frameworks;
 response to incidents;
 network forensics;
 digital data forensics;
 conducting penetration tests (pentests);
 Open Source Intelligence;
 reverse engineering
 conducting social engineering;
 training in response in teams of specialists of the Security Operations Center (SOC);
 analysis of log files, etc.</p>
      <p>Since Cyber Range Platforms are complex hardware and software systems that simulate the
environment of the corporate network, its means of protection and attack, malicious and normal
traffic, the main components of these platforms should be routers (statistical and dynamic); switches;
wireless access points; DNS servers; firewalls (Host Based Firewalls, Network Based Firewalls,
Packet filtering firewall, Stateful Inspection firewall, Proxy firewall, Next Generation firewall);
intrusion detection systems (Host Intrusion Detection System, Network Intrusion Detection System);
Deep Packet Inspection (DPI), Load Balancers; Email; spam filters, virtual private networks, DHCP
servers; SCADA components; elements of physical security and alarm (doors, alarms, fire alarm and
fire extinguishing systems, access control systems); web servers, databases (relational, distributed,
non-relational); control systems (SIEM, Nagios, Zabbix); personal computers; cloud environment;
other hosts (with anti-virus protection systems); security analysis tools, etc.</p>
      <p>The modern market of Cyber Range platforms is developing very actively and is represented by
the following solutions (Table 4). Their description is given on the corresponding sites, which are
specified to each platform. The purpose and architecture, in general, correspond to the above
information.</p>
      <p>However, despite the significant benefits of Cyber Range training, CTF training has gained
widespread popularity in the cybersecurity professionals training, mainly due to its ease of
implementation compared to discussed above and support during its carrying out. Its popularity is
based on the popularity of the Quake and Team Fortress computer game competitions, which became
its prototype, but at some point transformed into cybersecurity. Although CTF cybersecurity
competitions are built on the rules of the classic Capture the Flag, they have changed greatly over the
years. Experience and experiments with such competitions have led to the creation of varieties of
CTF. The main ones are Attack-Defense, Jeopardy, Mixed. and others.</p>
      <p>Attack-Defense. This type of CTF is considered a classic because it uses the rules of Capture the
Flag in its purest form. The organizers give the teams virtual images (or maybe a laptop, server, or
remote access to something) of operating systems with multiple services in which there are certain
vulnerabilities. Teams usually have administrator rights on the virtual machine, although there are
some cases where access is restricted. Images need to be exactly the same, and, accordingly, the same
for vulnerabilities in services. The main idea of CTF is to look for vulnerabilities in your system and
attack others. In most cases, a virtual image is a Linux distribution.</p>
      <p>Testing machines (bots) help to check the performance of tasks. They mimic the actions of a
legitimate user who uses the service as intended. Each round bot, in some special way for each
service, sends it some confidential information. This information is the flag. In the next round, the bot
comes and checks whether the previous flag is available and whether it is correct, and then puts a new
one. The organizers thus learn that the service works correctly. The duration and number of rounds
are described in the rules and may vary from game to game.</p>
      <p>A successful attack is detection of vulnerabilities that could allow, for example, to read other
people’s messages on the mail server. If the team finds such a vulnerability, it will be able to read the
bot's message and thus capture the flag. Sometimes the bot cannot pick up the flag from the previous
round. For example, a virtual machine does not respond, or a team makes incorrect service fixes, or
another team uses a vulnerability to remove or change this flag. Then the organizers believe that the
service is not available to the protection team. As long as the service works correctly, the protection
team receives points for protection. If not, the team does not receive anything in the rounds of its
unavailability.</p>
      <p>In addition to points for defense, there is a second type of points – for the attack. They are charged
for the delivery of flags stored in the services of other teams. The formulas for calculating these points
vary greatly from competition to competition. The formula, for example, may or may not include the
number of teams that captured the flag. The place in the ranking of the team in which the flag was
captured is often taken into account.</p>
      <p>The competition regulations always state very clearly what the flags should look like. It is
necessary for participants to understand well what they need to protect and capture. Most flags look
something like this: 322d4e510659dc1e3a9d5b6d6df6c3e0</p>
      <p>Jeopardy. This is the most popular type of CTF training because it is easier to implement than
others. Instead of "breaking" each other, teams perform certain tasks. A flag is awarded for solving
the tasks and upon passing it, the team receives points. Usually, in such CTF training, there are
several branches of tasks – each of its own discipline. The mechanisms of training jeopardy CTF are
different. For example, more complex tasks may open up as simpler ones are solved. Alternatively, it
happens that the team that solved the problem first gets extra points. However, in general, the idea
remains the same – whoever solved more tasks, he scored more points and he eventually wins.</p>
      <p>Mixed. There are CTF exercises that combine the features of attack-defense and jeopardy: teams
need not only to defend their services and attack others but also to solve problems. In this case, the
rules can be any and are limited only by the imagination of the organizers.</p>
      <p>
        In addition, for the preparation and conduct of CTF-type training, it is necessary to know what
type of task can be implemented. There is a classification of tasks by disciplines such as reverse,
exploit, web, crypto, stegano, forensic, PPC, misc [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ].
      </p>
      <p>Reverse – usually comes down to parsing a particular compiled program. To solve the problem
you need to understand the logic of its work, get some data from the body of the program, and so on.</p>
      <p>Exploit – exploitation of various vulnerabilities. Most often, you need to find a vulnerability in
binaries for Linux. Typically, this vulnerability is from series of buffer overflows, format string
vulnerabilities. Security features, such as ASLR, DEP, or Canary, are often included and should be
bypassed.</p>
      <p>Web – a task for web security. It can be anything from SQL and XSS injections to finding
vulnerabilities in the logic of a web server or web application.</p>
      <p>Crypto – a task to analyze the vulnerabilities of various cryptographic algorithms and protocols, as
well as services built on them.</p>
      <p>Stegano (steganography) – in this discipline, participants try to extract hidden information from a
specific stegano container (multimedia file, document, text, etc.). Very often tasks intersect with
cryptographic ones.</p>
      <p>Forensic – the task of investigating incidents and analyzing images and files. There may be tasks
related to recovering deleted files and hidden partitions. Malware analysis or traffic dumping may
also be possible.</p>
      <p>PPC – Professional Programming and Coding. This is a task on the topic of sports programming
but in a more applied form. There can be absolutely anything, from writing a parser or code to attack
like a full search and ending with target bots.</p>
      <p>Misc. This discipline includes any tasks that do not belong to other groups. This can be both
competitive intelligence and certain entertainment tasks (for example, "a photo of the oldest IT book
you can find"). That is all that the organizers have enough imagination.</p>
      <p>Depending on the complexity of the tasks, they receive a different number of points. Very often
one task may require different specialized knowledge at the same time.</p>
      <p>For the organization and conduct of training such as CTF, as well as Cyber Range, it is possible to
use special hardware and software platforms that help in this. Thus, table 5 shows the analysis of the
most common CTF platforms.</p>
      <p>Deploying Cyber Range or CTF platforms requires the purchase, configuration, and operation of
hardware and software that is expensive and needs to be supported by qualified personnel. If there is a
need to conduct cyber-training without purchasing and configuring the hardware and software part of
the cyber range, it is possible to use online platforms for cyber-training, but their effectiveness is
much lower than Cyber Range and CFT platforms. Since there are so many online platforms and they
all have different scenarios and tasks, it is very difficult to compare them. But still, you can separate
the most popular of them. (Table 6).</p>
      <p>
        Mutillidae. Free platform for web application security testing. One of the most famous online
platforms. [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] Test lab v.7. Free pentest laboratory, developed on the basis of the corporate network
of a real company [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. Hack This Site. A free, secure, and legitimate testing ground for hackers to
test and expand their hacking skills. Contains many different projects, a huge forum, irc-channel.
Missions are divided into types: simple, realistic, attacks on applications, forensics [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ].
      </p>
      <p>
        Hack Me. Free project created and managed by eLearnSecurity. It is possible to develop and add
tasks. Tasks are broken down by specific vulnerabilities. The platform is intended mainly for
beginners [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]. Hacking Lab. An online platform for learning network security and improving ethical
hacking skills. Contains tasks close to CTF: forensics, cryptography, and others. It is necessary to
download the image of the virtual machine and use it to connect via VPN to the laboratory [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ].
      </p>
      <sec id="sec-2-1">
        <title>UCSB Ictf Mozilla CTF PHD CTF</title>
      </sec>
      <sec id="sec-2-2">
        <title>RuCTFe Hack.lu CTF rwth CTF</title>
      </sec>
      <sec id="sec-2-3">
        <title>CSAW CTF</title>
      </sec>
      <sec id="sec-2-4">
        <title>PICO CTF</title>
      </sec>
      <sec id="sec-2-5">
        <title>FBCTF</title>
        <p>SECUINSIDE CTF</p>
      </sec>
      <sec id="sec-2-6">
        <title>Jeopardy</title>
      </sec>
      <sec id="sec-2-7">
        <title>Attack-defence Jeopardy</title>
      </sec>
      <sec id="sec-2-8">
        <title>Mixed</title>
      </sec>
      <sec id="sec-2-9">
        <title>Attack-defence Mixed</title>
      </sec>
      <sec id="sec-2-10">
        <title>Attack-defence</title>
      </sec>
      <sec id="sec-2-11">
        <title>Mixed</title>
      </sec>
      <sec id="sec-2-12">
        <title>Jeopardy</title>
      </sec>
      <sec id="sec-2-13">
        <title>Mixed</title>
        <p>
          Enigma Group. The service is designed for those who want to understand how secure code is
arranged and how hackers can attack systems. Contains vulnerabilities of web applications of
different levels, cryptographic, logical tasks [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ], etc. Damn Vulnerable Web Application. A
vulnerable web application that can help cybersecurity professionals test their skills in a legal
environment and web developers can better understand the processes of protecting their applications,
which are written in PHP using MySQL [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ]. Also of some interest is the approach to the
gamification of cyber-training, where gamification is usually understood as the use of game
techniques in non-gaming situations, including cyber defense. In general, the gamification of
cybertraining can be divided into board games and computer games. The approach to conducting gamified
desktop cyber exercises is to obtain certain situational tasks that are described in the cards or on the
playing field. Thus, the Finnish company NIXU has released two sets of useful gaming cards – Nixu
CyberBogies [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ] and Nixu hACME social engineering playing cards [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ]. The first set is used for
group training to identify and analyze potential sources of information and cybersecurity threats. The
second set is designed to demonstrate the capabilities of cyber attacks using social engineering. The
rules are described in the instructions for the game, and the tasks themselves – on the cards that are
distributed to participants.
        </p>
        <p>
          Michelin's CERT has developed its own version of the card game (in English and French), the
rules of which can be found in [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ]. Forty-two cards are divided into 2 categories – defenders (green)
and attackers (red). In each of the categories, there are actors, i.e. human characters (government
hackers, analysts, and architects of information security, project managers, cybercriminals, etc.), and
tools (attack detection systems, Wi-Fi protection systems, zero-day vulnerabilities, failure attacks,
flash drive in the parking lot, etc.). Each character has three characteristics – the level of knowledge,
the level of efficiency, and the level of detection. Tools can modify the characteristics of the
characters in the direction of their strengthening or weakening.
        </p>
        <p>
          The Japanese Network Security Association has introduced the SECWEREWOLF card game [
          <xref ref-type="bibr" rid="ref30">30</xref>
          ],
which introduces participants to the role and activities of the incident response team. The game
divides players into two teams, defenders and offenders, depending on which cards they received at
the beginning of the game. During the game, defenders try to count cybersecurity offenders who
commit cybercrimes and attempts to shift the blame for attack on someone else.
        </p>
        <p>
          The presented board games are intended to acquaint participants with the field of cybersecurity and
the actions of violators and security teams in general. The game d0x3d is closer to real tactics,
techniques and procedures of both defense and attack! [
          <xref ref-type="bibr" rid="ref31">31</xref>
          ]. The game offers cards that describe the
type of intruder and attacks, various objects to attack (switches, firewalls, databases, servers, etc.) and
various attacks (financial information, intellectual property, etc.). There is also a list of actions that
are possible to repel the attack.
        </p>
        <p>
          The game Backdoors &amp; Breaches is designed to conduct staff cyber exercises, the theme of which
is to respond to incidents and study the tactics, techniques and procedures of attackers [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ].
        </p>
        <p>
          There are six different types of cards in this game. The first set of cards is called INITIAL
COMPROMISE. These cards are red and show how an attacker will first gain access to your network.
The second set of cards is called C2 and EXFIL. These cards are brown and show how an attacker
would maintain access to a system that he has compromised. The third set of cards is called
PERSISTENCE. These cards are purple and show how an attacker would maintain access to a
compromised system. The fourth set of cards is called PIVOT and ESCALATE. These cards are
yellow and show how an attacker will navigate the network and expand their privileges. The fifth set
of cards is called PROCEDURES. These cards are blue and represent various procedures for
responding to cases that the organization can use to detect and neutralize the attack. The sixth set of
cards is called INJECTS. These cards are white and are drawn at different times of the game to add a
random effect to the game. Recently, computer games have been introduced to improve cybersecurity
knowledge and skills. Thus, Circadence’s Project Ares game [
          <xref ref-type="bibr" rid="ref33">33</xref>
          ] allows teams from businesses,
institutions and universities to improve cybersecurity skills by modeling the company’s network and
the cyber incidents that occur in it. The game provides a variety of scenarios and tasks for different
numbers of participants, has its own system of rating and scoring, which allows competitions between
participants. The Steam gaming platform offers ThreatGEN: Red vs Blue, [
          <xref ref-type="bibr" rid="ref34">34</xref>
          ] which is a turn-based
strategy game designed to teach real-world cybersecurity concepts, as well as methods, strategies, and
skills for both attack and computer security.
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Conclusions and prospects for further research</title>
      <p>The results of the study allowed us to summarize the various approaches to the organization and
conduct of cyber-training and to formulate criteria for their classification: levels of cyber-training, as
well as the types and kinds that correspond to them. Due to the most practical orientation and
conditions of cyber-training, special attention was paid to such types of exercises as Capture the Flag
and Cyber Range (Red Team / Blue Team), and detailed explanations were given about their
organization and scheme. In addition, attention is paid to existing platforms and online resources that
allow you to organize independently these types of training, or use prepared online platforms. The
gamification of cyber-training is singled out as a separate approach, where under gamification the
application of game techniques in non-game situations, in particular in the field of cyber defense, is
suggested. There are examples of both board and computer games that provide opportunities to
improve cybersecurity skills. A further promising area of research, the authors consider the
development of techniques, methods, and scenarios for cyber-training at all levels, as well as the
development of scientifically sound requirements for the selection and construction of a platform for
cyber-training Capture the Flag and Cyber Range (Red Team / Blue Team).</p>
      <p>4. References</p>
    </sec>
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