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add another related issue to think about
svn:r5890
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@ -53,7 +53,20 @@
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3. Related issues we need to keep in mind.
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3.1. The network effect: how many nodes will you interact with?
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3.1. Relay and exit needs to be easy and usable.
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Implicit in all of the above designs is the need to make it easy to
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run a Tor server out of the box. We need to make it stable on all
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common platforms (including XP), it needs to detect its available
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bandwidth and not overreach that, and it needs to help the operator
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through opening up ports on his firewall. Then we need a slick GUI
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that lets people click a button or two rather than editing text files.
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Once we've done all this, we'll need to face the big question: is
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most of the barrier to growth caused by the unusability of the current
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software? If so, are the rest of these incentive schemes superfluous?
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3.2. The network effect: how many nodes will you interact with?
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One of the concerns with pairwise reputation systems is that as the
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network gets thousands of servers, the chance that you're going to
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@ -63,7 +76,7 @@
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means we need to be aware that this is a limitation, and plan in the
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background for what step to take next.
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3.2. Guard nodes
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3.3. Guard nodes
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As of Tor 0.1.1.11, Tor users pick from a small set of semi-permanent
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"guard nodes" for their first hop of each circuit. This seems to have
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also through indirect interaction (middle of the circuit). That way
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you can never be sure when your guards are measuring you.
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3.3. Restricted topology: benefits and roadmap.
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3.4. Restricted topology: benefits and roadmap.
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As the Tor network continues to grow, we will make design changes
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to the network topology so that each node does not need to maintain
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connections to an unbounded number of other nodes.
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3.4. Profit-maximizing vs. Altruism.
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A special case here is the social network.
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3.5. Profit-maximizing vs. Altruism.
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There are some interesting game theory questions here.
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for an incentive scheme so effective that it produces thousands of
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new servers.
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3.5. Tor design changes that need to happen.
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4. Sample designs.
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4.1. Two classes of service for circuits.
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