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137 lines
5.9 KiB
Plaintext
137 lines
5.9 KiB
Plaintext
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Tor Incentives Design Brainstorms
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1. Goals: what do we want to achieve with an incentive scheme?
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1.1. Encourage users to provide good relay service (throughput, latency).
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1.2. Encourage users to allow traffic to exit the Tor network from
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their node.
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2. Approaches to learning who should get priority.
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2.1. "Hard" or quantitative reputation tracking.
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In this design, we track the number of bytes and throughput in and
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out of nodes we interact with. When a node asks to send or receive
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bytes, we provide service proportional to our current record of the
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node's value. One approach is to let each circuit be either a normal
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circuit or a premium circuit, and nodes can "spend" their value by
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sending and receiving bytes on premium circuits: see section 4.1 for
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details of this design. Another approach (section 4.2) would treat
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all traffic from the node with the same priority class, and so nodes
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that provide resources will get and provide better service on average.
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2.2. "Soft" or qualitative reputation tracking.
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Rather than accounting for every byte (if I owe you a byte, I don't
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owe it anymore once you've spent it), instead I keep a general opinion
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about each server: my opinion increases when they do good work for me,
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and it decays with time, but it does not decrease as they send traffic.
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Therefore we reward servers who provide value to the system without
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nickle and diming them at each step. We also let them benefit from
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relaying traffic for others without having to "reserve" some of the
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payment for their own use. See section 4.3 for a possible design.
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2.3. Centralized opinions from the reputation servers.
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The above approaches are complex and we don't have all the answers
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for them yet. A simpler approach is just to let some central set
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of trusted servers (say, the Tor directory servers) measure whether
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people are contributing to the network, and provide a signal about
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which servers should be rewarded. They can even do the measurements
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via Tor so servers can't easily perform only when they're being
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tested. See section 4.4.
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2.4. Reputation servers that aggregate opinions.
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The option above has the directory servers doing all of the
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measurements. This doesn't scale. We can set it up so we have "deputy
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testers" -- trusted other nodes that do performance testing and report
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their results. If we want to be really adventurous, we could even
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accept claims from every Tor user and build a complex weighting /
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reputation system to decide which claims are "probably" right.
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3. Related issues we need to keep in mind.
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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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interact with a given server decreases. So if in 90% of interactions
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you're acting for the first time, the "local" incentive schemes above
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are going to degrade. This doesn't mean they're pointless -- it just
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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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3.3. 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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a big impact on pairwise reputation systems since you will only be
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cashing in on your reputation to a few people, and it is unlikely
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that a given pair of nodes will both use the other as guard nodes.
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What does this imply? For one, it means that we don't care at all
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about the opinions of most of the servers out there -- we should
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focus on keeping our guard nodes happy with us.
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One conclusion from that is that our design needs to judge performance
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not just through direct interaction (beginning of the circuit) but
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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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3.4. 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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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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First, in a volunteer culture, success is measured in public utility
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or in public esteem. If we add a reward mechanism, there's a risk that
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reward-maximizing behavior will surpass utility- or esteem-maximizing
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behavior.
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Specifically, if most of our servers right now are relaying traffic
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for the good of the community, we may actually *lose* those volunteers
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if we turn the act of relaying traffic into a selfish act.
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I am not too worried about this issue for now, since we're aiming
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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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4. Sample designs.
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4.1. Two classes of service for circuits.
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4.2. Treat all the traffic from the node with the same service;
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hard reputation system.
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4.3. Treat all the traffic from the node with the same service;
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soft reputation system.
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4.4. Centralized opinions from the reputation servers.
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5. Types of attacks.
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5.1. Anonymity attacks:
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