On the design of security games: From frustrating to engaging learning Jan Vykopal, Miloš Barták Masaryk University, Brno 2016 USENIX Advances in Security Education Workshop August 9, 2016 2  Ph.D. graduate in flow-based intrusion detection.  Founder and head of a university CSIRT in the Czech Republic.  Researcher with KYPO – academic cloud-based cyber range.  Coordinator and designer of hands-on training at KYPO platform, e. g. Czech national cyber defence exercise. Who am I? Jan Vykopal, Masaryk University On the design of security games: From frustrating to engaging learning 3  KYPO game  Generic module of KYPO cyber range for running CtF games  Prototype game  Lessons learned  Extensions of KYPO game  Research questions  User study – setup and results  Conclusion and future work Outline Jan Vykopal, Masaryk University On the design of security games: From frustrating to engaging learning 4 KYPO cyber range Jan Vykopal, Masaryk University On the design of security games: From frustrating to engaging learning 5  One educational use case of KYPO cyber range, implemented as a portlet.  Framework for creating and running attack-only capture-the-flag games.  Each game is split to several levels, players search for correct answer (flag).  Each level offers hints that can be displayed in exchange for penalty points. KYPO game - design Jan Vykopal, Masaryk University On the design of security games: From frustrating to engaging learning 6  Prototype game for teaching penetration testing.  Four levels with the ultimate objective of NTP DoS amplification attack.  Each player has own sandbox with a machine under control. KYPO game – prototype Jan Vykopal, Masaryk University On the design of security games: From frustrating to engaging learning Sandbox topology 7 Lessons learned:  Difficulty of levels is not balanced.  Learners are hesitant whether the hints will help them.  Game-related information provided outside the platform are inconvenient. Extensions:  Improved hint system  Hints about hints available what tool to use, how to use the tool, …  Players can now choose hints in arbitrary order.  Embedded level solutions  Step-by-step tutorial for each level. KYPO game – extensions I Jan Vykopal, Masaryk University On the design of security games: From frustrating to engaging learning 8 Lesson learned:  Teacher has no information about the learners’ performance and progress in the ongoing event. Extension:  Logging the learner’s actions  Generic approach independent on specific game and its sandbox (hosts, network connections).  Captures only the interaction of the player and KYPO portal.  Does not capture any events or states from sandbox. KYPO game – extensions II Jan Vykopal, Masaryk University On the design of security games: From frustrating to engaging learning Aug 9, 08:00, Participant_1: Game started Aug 9, 08:00, Participant_1: Level 1 entered Aug 9, 08:05, Participant_1: Incorrect flag submitted Aug 9, 08:07, Participant_1: Hint 1 taken Aug 9, 08:15, Participant_1: Level 1 completed (correct flag) Aug 9, 08:20, Participant_1: Level 2 entered ... 9 1. How helpful are the hints and solutions for the learners? How do they contribute to completion of the level? 2. What can be predicted from the participants’ actions? What do game logs tell about the game and progress of the players? Research questions Jan Vykopal, Masaryk University On the design of security games: From frustrating to engaging learning 10  Experiment with a new game using the new features  More levels  Used improved hint system  Level solutions available.  21 participants in total - a diverse mix of players  Various level of experience and work positions (students, IT staff, researchers, experts).  Various European nations.  Various experience with hands-on training in cyber security. Evaluation of extensions – setup I Jan Vykopal, Masaryk University On the design of security games: From frustrating to engaging learning 11  Self-assessment questionnaires for players  before the game,  after each level,  after the game.  How was the level difficult?  Were the hints helpful?  Was the time limit sufficient?  What have you learned?  Would you like to play another game?  Game events of all players logged – a complement to self-assessment data. Evaluation of extensions – setup II Jan Vykopal, Masaryk University On the design of security games: From frustrating to engaging learning 12  New hint system used in 28 % of cases (arbitrary order of hints = green boxes).  77 % of all levels where learners opted for a hint(s) were then accomplished.  Mismatch of game logs and self-assessment (double checked). Evaluation of extensions – hints Jan Vykopal, Masaryk University On the design of security games: From frustrating to engaging learning 13  If the hints do still not help, and participants cannot proceed further, they can access the solution of the level.  Contribution of solutions to accomplishment of the level was weaker than expected  Solution displayed and then the correct flag submitted – 60 % (17x)  Solution displayed and then the level skipped – 40 % (11x)  Some participants might be frustrated and just wanted to enter the next level(s). Evaluation of extensions – level solutions Jan Vykopal, Masaryk University On the design of security games: From frustrating to engaging learning 14 Evaluation of new features – game logs Jan Vykopal, Masaryk University On the design of security games: From frustrating to engaging learning Time limit Median Max Min Level 15 Evaluation of new features – game logs Jan Vykopal, Masaryk University On the design of security games: From frustrating to engaging learning Level difficulty 1.6 2.7 3.6 4.2 3.8 4.5 1 – easy, 5 – very hard Time limit Median Max Min 16  Logging the game’s events provide useful data for analysis of game sessions to make them more engaging and fun.  It is also useful for teachers to monitor ongoing session.  Learners did use redesigned hint system and recommended solutions.  Evidence found in collected game events and the supplemental user survey.  Learners’ answers neither confirm nor disprove the benefit of the hints and solutions used.  Other games events matched the learners’ assessment (level difficulty and duration).  Future work: Do user surveys represent reliable tools for designing and evaluating hands-on training? Conclusions Jan Vykopal, Masaryk University On the design of security games: From frustrating to engaging learning QUESTIONS? THANKS FOR YOUR ATTENTION! Jan Vykopal vykopal@ics.muni.cz www.kypo.cz @csirtmu