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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Reasoning About Dynamic Game Models Using Obstruction Logic⋆</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Davide Catta</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jean Leneutre</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Vadim Malvone</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>LTCI, Télécom Paris, Institut Polytechnique de Paris</institution>
          ,
          <addr-line>Palaiseau</addr-line>
          ,
          <country country="FR">France</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Università degli studi di Napoli “Federico II”</institution>
          ,
          <addr-line>Naples</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2023</year>
      </pub-date>
      <fpage>7</fpage>
      <lpage>9</lpage>
      <abstract>
        <p>Games played within dynamic models have been explored in various domains, including cybersecurity and planning. Our paper introduces Obstruction Logic, a formalism designed for analyzing specific games featuring temporal objectives, which unfold within dynamic models. These games involve players whose actions can impact the underlying game model. We demonstrate how this logic can be employed to express significant properties within the realm of cybersecurity games, particularly those defined on attack graphs. An expanded version of our research has been published in ECAI 2023.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Strategic Reasoning</kwd>
        <kwd>Dynamic games</kwd>
        <kwd>Attack Graphs</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Multi-agent systems capture the behavior of two or more rational agents engaged in interactions
with each other, whether through cooperation or adversarial interactions, all with the aim of
achieving a specific objective [ 2]. Typically, this behavior is represented using a combination of
temporal or modal logic and game theory. In this framework, agents are treated as players in
games played on directed graphs known as arenas, and their goals are defined using logical
formulas. For example, logics like ATL and Strategy Logic [3, 4] provide the means to express
the idea that a coalition of players can reach a particular goal through cooperative actions.</p>
      <p>In these logics, the game model, within which players participate, is regarded as a fixed
entity. While players’ actions afect their positions within the arena, they do not alter the
underlying structure of the arena itself. In contrast, dynamic games, where the game model
is subject to change, have been examined in various contexts, including cybersecurity and
planning [5, 6, 7, 8].</p>
      <p>This paper presents a logic designed for the analysis of a specific category of games with
temporal objectives played within a dynamic model. These games involve two key players:
the Demon and the Traveler, and are conducted on a directed graph. Each edge  in the graph
is associated with a deactivation cost () . The game unfolds in rounds, with each round
consisting of a move by the Demon followed by a move by the Traveler. In the Demon’s move,
given a node  in the graph and a natural number  , the Demon deactivates a proper subset 
of the edges incident to  in such a way that the sum of the deactivation costs of the edges in
 is less or equal to  . Subsequently, the Traveler selects a node  ′ connected to  , such that
the edge ⟨ ,  ′⟩ does not belong to  . A new round commences from the last node chosen by
the Traveler, and the edges disabled in the previous round are reactivated. The Demon wins
the play if the infinite sequence of nodes subsequently chosen by the Traveler satisfies a given
temporal property. To reason about the existence of “demonic” strategies for this kind of games,
we propose Obstruction Logic (or simply OL). In OL, one can quantify over the existence of
demonic strategies that allows the Demon to temporally obstruct some reachable states. OL has
direct applications to the cybersecurity field: it can be used to design active security response
strategies during an ongoing attack. In fact, these games allow capturing the interactions
between an attacker whose possible actions are modeled using an Attack Graph [9], and a
defender able to dynamically deploy Moving Target Defense (MTD) mechanisms [10, 11] based
on this attack graph.</p>
      <p>Related Work In the past years, many works focused on the strategic abilities of agents playing
in a dynamic game model [5, 6, 12]. We compare some of this works to OL.</p>
      <p>Sabotage games and Sabotage Modal Logic [13, 14, 15] are a line of research that our work is
related to. Sabotage games have been introduced by van Benthem with the aim of studying
the computational complexity of a special class of graph-reachability problems in which an
agent has the ability to erase edges. To reason about sabotage games, van Benthem introduced
Sabotage Modal Logic (SML). Our version of games is incomparable with Sabotage games since
we give the ability to temporarily select subsets of edges while in Sabotage games the saboteur
can erase only one edge at each turn. On this respect, our work is related to [8] in which
the authors use an extended version of Sabotage Modal Logic, called Subset Sabotage Modal
Logic (SSML), in which the deactivation of particular subsets of edges of a directed graph is
allowed. Furthermore, we recall that SSML is an extension of SML, but it does not include
temporal operators as we do. Moreover, neither SML nor SSML take into account quantitative
information about the cost of edges as we do.</p>
      <p>In [12] the authors introduce NTL a temporal logic to reason about normative systems. A
normative system is a Kripke structure in which certain transition are considered illegal, see [16]
for a survey. Formally, in NTL one evaluates CTL formulae with respect to a Kripke model in
which a set of arcs has been deleted according to a given assignment function. The assignment
function on NTL in non-local e non-quantitative: any subset of arcs can be deleted by the
assignment, and there is no notion of deletion cost. Moreover, OL model checking is in P while
NTL model checking is in NP.</p>
      <p>The works in [17, 18, 19] share some ideas with ours on the cybersecurity side. However, the
authors do not use dynamic models.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Syntax, Semantics, and Main Properties</title>
      <p>In this section, we introduce the syntax and semantics of our logic. Let Ap be an at most
countable set of atomic formulae (or atoms). Formulae of Obstruction Logic (OL, for short) are
defined by the following grammar:
 ∶∶= ⊤ ∣  ∣ ¬ ∣  ∧  ∣ ⟨†</p>
      <p>⟩X  ∣ ⟨†  ⟩( U ) ∣ ⟨†  ⟩( R )
where  is an atomic formula and  is any non-negative integer. The number  is called the
grade of the strategic operator. In what follows we use greek letters  and  (eventually indexed
by natural numbers), to denote arbitrary formulas. The boolean connectives ⊥, ∨, and → and the
temporal connectives F, W, and G can be defined as usual. Formulae of OL will be interpreted
over obstruction models. The definition follows.</p>
      <sec id="sec-2-1">
        <title>Definition 1.</title>
        <p>An obstruction model 
(model for short) is given by ⟨, , ℒ ,  ⟩
where ⟨, , ℒ ⟩
is a Kripke structure in which the accessibility relation  is serial, and C ∶  → ℕ is a function
assigning to any ⟨,  ′⟩ ∈  a positive integer  .</p>
        <p>A path  over a model  is an infinite sequence of states  1,  2, … such that ⟨  ,  +1 ⟩ ∈  for
all  ∈ ℕ . If  is a path, we write   to denote the i-th element   of  ,  ≤ to denote the prefix
 1, … ,   of  , and  ≥ to denote the sufix
path. We use  to denote the set of histories.</p>
        <p>,  +1 … of  . A history is any finite prefix of some</p>
        <p>The intuitive meaning of a formula ⟨†⟩ with  temporal formula is “there is a demonic
strategy such that all paths of the graphs that are compatible with the strategy satisfy  ” where
“demonic strategy” means “a strategy for disabling arcs”. We define an arc-removing strategy as
follows.</p>
        <p>Definition 2. If  is a model and  a natural number, a n-strategy is a function  ∶  → 2
that given a history ℎ, returns a subset  of  such that: (i)  ⊂ ((ℎ))
A memoryless n-strategy is a n-strategy  such that for all histories ℎ and ℎ′ if (ℎ) = (ℎ
1 , (ii) (∑∈</p>
        <p>C()) ≤  .</p>
        <p>′
)
then (ℎ) = (ℎ</p>
        <p>′).</p>
        <p>A path  is compatible with a n-strategy  if for all  ≥ 1 we have that ⟨  ,  +1 ⟩ ∉ (
≤ ).</p>
        <p>Given a state  and a n-strategy  , (, )
that are compatible with  .</p>
        <p>denotes the set of paths whose first state is  and
defined by induction on the structure of  2:</p>
      </sec>
      <sec id="sec-2-2">
        <title>Definition 3.</title>
        <p>The satisfaction relation between a model  , a state  of  , and a formula  is
• ,  ⊧ ⟨†
,</p>
        <p>2 ⊧  ;
• ,  ⊧ ⟨†
• ,  ⊧ ⟨†
such that , 
either , 
1 ≤  ≤  .</p>
        <p>⟩X  if there is a n-strategy  such that for all  ∈ (, )
 ⟩( U  ) if there is a n-strategy  such that for all  ∈ (, )
 ⊧  and for all 1 ≤  &lt;  , ,</p>
        <p>⊧  ;
 ⟩( R  ) if there is a n-strategy  such that for all  ∈ (, )
 ⊧  for all  ∈ ℕ or there is a  ∈ ℕ such that , 
 ⊧  and , 
we have that</p>
        <p>⊧  for all
we have that
there is a  ∈ ℕ
1
(ℎ)</p>
        <p>denotes the last element of the finite sequence ℎ.
2the clauses for ⊤, atomic propositions, and boolean connectives are the usual ones and thus omitted.</p>
        <p>The memoryless satisfaction relation ,  ⊧</p>
        <p>is defined by writing memoryless n-strategies
instead of n-strategies in the above definition. Two formulas  and  are semantically equivalent
(denoted by  ≡  ) if for any model 
and state  of  , ,  ⊧ 
if ,  ⊧ 
. OL enjoys some
important theoretical properties.</p>
        <p>Theorem 1. [20] Formulae that are true under the satisfaction relation and the memoryless
satisfaction relation coincides, that is: for any formula  , for every model 
and state  , we have
that ,  ⊧
 if and only if ,  ⊧</p>
        <p>.
, we can characterize [[⟨† ⟩X ]]  as follows: given  ⊆ 
we
 ∈   ( ) ∧ (
∑ C⟨,  ′⟩) ≤ 
 ′∈
where   ( ) = { ∣ ∃
can easily prove that  ∈ [[⟨†  ⟩X ]] 
′ ∈  ∧ ⟨, 
′⟩ ∈ } . Given the above characterization of †(−, −), we
if  ∈ †(, [[]]
 ). Remark that computing †(,  )
is
polynomial in || for any  ⊆  . Given this last result, we can prove the following.
Theorem 2. [20] Given a model  and two formulae  and  let U
, and R
, the two monotone
functions from 2 into itself defined by:</p>
        <p>U</p>
        <p>, ( ) = [[ ]]  ∪ ([[]]  ∩ †(,  ))
R

, ( ) = [[ ]]  ∩ ([[]]  ∪ †(,  ))
we have that [[⟨† ⟩( U  )]]  is the least fix-point of U

, and that [[⟨† ⟩( R  )]]  is the greatest
ifx-point of R</p>
        <p>, .</p>
        <p>Given the above theorem, an algorithm that computes the set of states satisfying a formula
 is obtained by slightly modifying the classical labeling algorithm of CTL [21]. Moreover, it
exists a simple syntactic embedding from CTL to a proper fragment of OL (see [20] for details).
We thus obtain the following.</p>
        <p>Theorem 3. [20] The model checking problem for Obstruction Logic (OL) is PTIME-complete, that
is: given a finite model 
a state  of  , and formula  deciding whether ,  ⊧ 
is PTIME-complete
and can be computed quadratic time in the number || of states of  .</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Case study</title>
      <p>
        We here give an extended example of how OL can be used to reason about security scenarios
modeled by means of attack graphs. An attack graph is a labeled oriented graph, where each
node represents both the state of the system (including existing vulnerabilities) and the state
of the attacker, and each edge represents an action of the attacker (a scan of the network, the
execution of an exploit based on a given vulnerability, access to a device, etc.) that changes
the state of the network or the state of the attacker; an edge is labeled with the name of the
(
        <xref ref-type="bibr" rid="ref1">1</xref>
        )
(2)
action. Figure 1(i) gives an example of an attack graph. States of the attack graph are denoted
as   , with 0 ≤  ≤ 5 , and atomic attacks as edge labels   , with 1 ≤  ≤ 7 . A path in the graph
corresponds to a sequence of atomic attacks. Attack graphs can be used to perform dynamic
analysis to define an optimal security attack/response policy during an ongoing attack scenario,
as we do here. We assume that the defender can dynamically prevent an attack using active
defense mechanisms such as Moving Target Defense (MTD) mechanisms (see for instance [10]
for a survey). Based on some security objectives defined as properties on the attack graph, we
would like to be able to check whether there exists for the defender a response strategy based
on MTD mechanisms that prevents the attacker from violating the security objectives.
      </p>
      <p>MTD mechanisms use reconfiguration techniques to dynamically shifts the attack surface in
order to decrease the success probability of an attack. We consider that for each attack step  in
the attack graph, there exists a corresponding MTD mechanism   able to counter it. During
an ongoing attack, when the attacker tries to perform  , if the defender decides to activate   ,
then  will fail (i.e. the attacker will not reach the corresponding state). However, the efect
of   will be temporary: if the attacker tries to launch again  later and the defender does not
activate again   ,  will succeed. Regarding the attack graph, it means that the defender is able
to temporarily remove an (or a subset of) edge(s). We assign a cost to each MTD, corresponding
to the impact on the system due to the reconfiguration phase. Notice that, from the defender’s
point of view the cost represents the impact due to the deployment of one (or several) MTD
mechanism(s) at a given moment.</p>
      <p>In this context, the defender defines Security Objectives based on the attack graph. Let suppose
that when reaching state  1,  3, or  5 the attacker has root privilege on a given critical server
 . Let suppose that, if the attacker completes attack steps  6 or  7 (that is, it reaches state  5),
then the defender will obtain information on the identity of the attacker. In this example two
security objective could be analyzed:
 1 the attacker is never able to obtain root privilege on server  unless the defender is able to
obtain information on its identity;
 2 while the defender has not obtained information about the attacker identity, the attacker has
not root privilege on server  .</p>
      <p>Let  be an atomic proposition that express the fact that the identity of the attacker is known.
Let   be an atomic proposition expressing the fact that the attacker has root privilege on server
 . The two security objectives  1 and  2 presented above can be expressed by OL formulae. By
using  1 as variable for a given threshold, the following OL formula captures  1:
 1 ∶= ⟨† 1⟩G (¬  ∨ (  → ⟨† 1⟩(F )))</p>
      <p>Objective  2 says that we want   to be false until we have identified the attacker (  ) if such
an identification ever happens. Thus, by using  2 as a variable for a given threshold, we can
write  2 using the weak-until connective:</p>
      <p>2 ∶= ⟨† 2⟩(¬  W )</p>
      <p>Remark that it is fairly easy to see the Attack Graph of Figure 1(i) as a model in the sense
of Definition 1. We can simply forget the edge labels, add a loop-edge on  5 to grant seriality,
add a cost for each edge (representing the defender’s cost to apply the corresponding MTD
countermeasure), and specify the labeling function as showed in Figure 1(ii). If  1 and  2 are
respectively 3 and 5, then, in the obtained model  we have that ,  0 ⊧  1 ∧  2.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Conclusions</title>
      <p>We presented Obstruction Logic, a logic that allows to reason about two-player games with
temporal goals in which one of the players has the power to modify, locally and temporarily,
the game structure. In the future, we can explore diferent directions.</p>
      <p>One natural extension, would be to consider many-player games, between a Demon and
coalitions of Travelers. At any step a possible continuation of a play would be determined, by
the Demon’s deactivation, the synchronous actions of the considered coalition of Travelers  ,
and all possible actions of Travelers not in  . Another extension we would like to study is to
permit the Demon to permanently deactivate edges of the directed graph. In this case, Demon’s
actions could impact the topology of the graph in a non-local fashion: the Demon could choose
to erase an edge situated anywhere in the graph. The logic so obtained, would reassemble to a
temporal version of the already cited Sabotage Modal Logic [13]. Finally, we would like to study
the above scenarios in the context of imperfect information. Unfortunately, this context is in
general undecidable [22]. To overcome this problem, we could use an approximation to perfect
information [23], a notion of bounded memory [24], or some hybrid technique [25, 26, 27].
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