An adventure 'nugget'?
Phil Pugliese
(17 Jan 2023 18:46 UTC)
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Re: [TML] An adventure 'nugget'?
Evyn MacDude
(17 Jan 2023 22:07 UTC)
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Re: [TML] An adventure 'nugget'?
Timothy Collinson
(17 Jan 2023 22:12 UTC)
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Re: [TML] An adventure 'nugget'?
Alex Goodwin
(17 Jan 2023 22:25 UTC)
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Re: [TML] An adventure 'nugget'?
Greg Nokes
(17 Jan 2023 23:59 UTC)
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Re: [TML] An adventure 'nugget'?
Ethan McKinney
(18 Jan 2023 01:37 UTC)
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Re: [TML] An adventure 'nugget'?
Greg nokes
(18 Jan 2023 01:40 UTC)
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Re: [TML] An adventure 'nugget'?
Alex Goodwin
(18 Jan 2023 02:07 UTC)
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Re: [TML] An adventure 'nugget'?
Greg Nokes
(18 Jan 2023 03:24 UTC)
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Re: [TML] An adventure 'nugget'?
Rupert Boleyn
(18 Jan 2023 07:53 UTC)
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Re: [TML] An adventure 'nugget'?
Greg Nokes
(18 Jan 2023 17:33 UTC)
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Re: [TML] An adventure 'nugget'?
Evyn MacDude
(21 Jan 2023 01:49 UTC)
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Re: [TML] An adventure 'nugget'?
Alex Goodwin
(18 Jan 2023 20:59 UTC)
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Re: [TML] An adventure 'nugget'?
Timothy Collinson
(22 Jan 2023 13:00 UTC)
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Re: [TML] An adventure 'nugget'? Alex Goodwin (22 Jan 2023 14:09 UTC)
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Re: [TML] An adventure 'nugget'?
Timothy Collinson
(22 Jan 2023 17:39 UTC)
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Re: [TML] An adventure 'nugget'?
Alex Goodwin
(22 Jan 2023 18:08 UTC)
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Re: [TML] An adventure 'nugget'?
Timothy Collinson
(22 Jan 2023 18:14 UTC)
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Re: [TML] An adventure 'nugget'?
Greg Nokes
(22 Jan 2023 20:14 UTC)
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Re: [TML] An adventure 'nugget'?
Phil Pugliese
(23 Jan 2023 00:28 UTC)
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Re: [TML] An adventure 'nugget'?
Rupert Boleyn
(23 Jan 2023 04:16 UTC)
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Re: [TML] An adventure 'nugget'?
Richard Aiken
(13 Apr 2023 02:14 UTC)
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Re: [TML] An adventure 'nugget'?
David Johnson
(22 Jan 2023 15:34 UTC)
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Re: [TML] An adventure 'nugget'?
Timothy Collinson
(22 Jan 2023 17:39 UTC)
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Re: [EXT]Re: [TML] An adventure 'nugget'?
Johnson, Bruce E - (bjohnson)
(20 Jan 2023 23:47 UTC)
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Re: [EXT]Re: [TML] An adventure 'nugget'?
Tom Rux
(21 Jan 2023 01:13 UTC)
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Collision, I'll do what I can to help you create more realistic computer problems for players - subject to correction by Greg and those who know more than I do. I agree with you that we're mapping actions in a fictional then (eg 2129 AD) to our now, without getting too bogged down in the minutiae. "Detailed, but not technical" may be something to aim for. On an off-topic note, that sort of (Nokesian?) architecture outlined would also have forced the Cylons to work much harder to pull off the Great Day Of Universal Colonial Bereavement in neoBSG. System security is in fundamental tension with system _usability_. A security measure (or set of) that users perceive as too inconvenient will almost certainly be subverted or bypassed. An "air gap" is shorthand for "these systems ain't connected, no way, no how". This may not have stopped the more exotic machine-psi versions of Virus, but just about everything else _needs_ some existing medium to travel along. And the system designer(s) need to worry about side channels. Frinstance, one of Derryn Dodgie's boys wants to leak data from an allegedly air-gapped system A to another air-gapped system B using (frinstance) the sound of A operating. Or the _time_ between some subtle indication. "One way data gates" , aka "data diodes" (I think - blame me, not Greg, if I've got this one wrong) are just that - they allow data to flow in the "forward" direction, but not in the "reverse" direction - for example, from left to right, but not from right to left. I guess 'physical control" is a Big Purple Button to physically connect/disconnect the gate/diode (introducing an air gap, as above). "Only allowing sanitized messages" is (again, I think - blame me if I've got it wrong) implementing the principle of "default deny" - aka using whitelists. For an analogy: the default position to being read into the codeword compartment PEACEFUL HANDS (the Terran Confederation's bioweapon retaliation for setting up Terra the bomb) is "sod off" (same with any other restricted/classified program) - only those with a substantiated need-to-know get read in. Following that analogy, only _well-formed_ messages are accepted. All the i's must be dotted, all the t's must be crossed, etc - whatever "well-formed" means in the particular case you're looking at. Further paranoia might demand the as-received message's contents get copied across to a new, known-clean, message first. The received message (tainted by contact with the outside) then gets discarded, and the new one gets sent on. In OTL, the OpenBSD operating system has implemented this to a massive extent - one thing in particular is their pledge mechanism. Long story short, a program makes a promise "I'm only going to talk to (say) standard input/output, network sockets, and domain-name lookup" (such as the ping command) - and, later on, can only surrender its existing pledge or parts of it. If this promise is later violated (the program tries to colour outside the whitelist set up by pledge - say trying to access a file on disk), it gets summarily flattened by the operating system, and thus can't be used by an external miscreant. Systems built around default-deny tend to be both more secure, and more reliable, than those built around default-accept - lots more junk input is rejected up front, before it can cause problems. "Hardware systems with read-only underlying OS's" - the actual operating-system smarts are built in _hardware_ (which runs much quicker than in software) and, as a result, can't be changed while they're running. As a benefit, any wedgitude can (at least in principle, modulo psionic chips or other hardware silly buggers) be cleared by a reset. "Triplicate, consensus systems" harks back to the Byzantine Generals Problem (I think - Greg, please correct me), aka Byzantine failure. Not only may some components have failed, but you also have to deal with imperfect information about said failures - which may be malicious From the system design end, a failed/compromised component can do _any damned thing it wants_ - such as lie to other components about its status. Given all that, how do you design and build a _safety-and-security-critical_ distributed system to not only _keep functioning_ in the presence of Byzantine faults, but _keep its realtime guarantees_ as well? It's hardly useful to be ostensibly resistant to Byzantine faults at the cost of flight control inputs being 1500 milliseconds late. The late Nikki Thornton, et al, might have something to say here. This _has_ to be a solved problem for starships to operate in a TU with anything like their implied reliability. SOTA here, as far as I know, with all the strong cryptomagic that Greg mentioned, is being able to tolerate T failed instances with 2T + 1 overall instances. 3 instances being needed to tolerate 1 failed, 5 instances to tolerate 2, etc. This couples nicely with hardware systems mentioned above. If you need to reset a replicated system, you can do it one element at a time (subject to some preparation) - a "rolling reboot". After all "down due to reboot" is seen as simply another failure condition to deal with. "Neural network based firewalls" - I'm not sure what Greg was meaning here. At a guess, some sort of pseudo-AI automagically-adaptive set of defences that can react and adapt to electronic attacks at electronic speed. Given the Nokesian architecture in place, subverting a system via the electron two-step is thus orders of magnitude more difficult than conning some twit - so twits will continue to be conned. It's the same way an attacker bypasses an alarm system - convince the sophont(s) monitoring it that it's "another bloody false alarm". Hope that helps. Alex On 22/1/23 23:00, Timothy Collinson - timothy.collinson at port.ac.uk (via tml list) wrote: > Just a note... > > On Wed, 18 Jan 2023 at 03:25, Greg Nokes - greg at nokes.name > <http://nokes.name> (via tml list) <xxxxxx@simplelists.com> wrote: > > <snip> > I would expect systems to operate in far different modes than we > are accustomed to. Given that the smartest folks in the Terran, 2I > and 3I have had a long time to think about this, I cannot really > imagine what those safeguards would look like. Given what we know > now, I would expect things like > > * Air gaps between sensor, commo, and control systems > * Physically controlled one way data gates > * triplicate unconnected consensus based systems ( because > everything on a ship is triplicate, right?) > * Hardware systems with read only underlying OS’s > * Some pretty intense crypto (and the real crypto, not NFT’s 🤣) > * Using that intense crypto to sign everything to insure that > there is no tampering > * Only allowing sanitized messages between systems. > * Neural Network based firewalls. > > > > ... to say that I appreciated this list and if I understood a quarter > of it would pinch it for more realistic computer problems for players!