tor/doc/incentives.txt
2006-02-21 03:58:05 +00:00

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Tor Incentives Design Brainstorms
1. Goals: what do we want to achieve with an incentive scheme?
1.1. Encourage users to provide good relay service (throughput, latency).
1.2. Encourage users to allow traffic to exit the Tor network from
their node.
2. Approaches to learning who should get priority.
2.1. "Hard" or quantitative reputation tracking.
In this design, we track the number of bytes and throughput in and
out of nodes we interact with. When a node asks to send or receive
bytes, we provide service proportional to our current record of the
node's value. One approach is to let each circuit be either a normal
circuit or a premium circuit, and nodes can "spend" their value by
sending and receiving bytes on premium circuits: see section 4.1 for
details of this design. Another approach (section 4.2) would treat
all traffic from the node with the same priority class, and so nodes
that provide resources will get and provide better service on average.
This approach could be complemented with an anonymous e-cash
implementation to let people spend reputations gained in one context
in another context.
2.2. "Soft" or qualitative reputation tracking.
Rather than accounting for every byte (if I owe you a byte, I don't
owe it anymore once you've spent it), instead I keep a general opinion
about each server: my opinion increases when they do good work for me,
and it decays with time, but it does not decrease as they send traffic.
Therefore we reward servers who provide value to the system without
nickle and diming them at each step. We also let them benefit from
relaying traffic for others without having to "reserve" some of the
payment for their own use. See section 4.3 for a possible design.
2.3. Centralized opinions from the reputation servers.
The above approaches are complex and we don't have all the answers
for them yet. A simpler approach is just to let some central set
of trusted servers (say, the Tor directory servers) measure whether
people are contributing to the network, and provide a signal about
which servers should be rewarded. They can even do the measurements
via Tor so servers can't easily perform only when they're being
tested. See section 4.4.
2.4. Reputation servers that aggregate opinions.
The option above has the directory servers doing all of the
measurements. This doesn't scale. We can set it up so we have "deputy
testers" -- trusted other nodes that do performance testing and report
their results. If we want to be really adventurous, we could even
accept claims from every Tor user and build a complex weighting /
reputation system to decide which claims are "probably" right.
3. Related issues we need to keep in mind.
3.1. Relay and exit configuration needs to be easy and usable.
Implicit in all of the above designs is the need to make it easy to
run a Tor server out of the box. We need to make it stable on all
common platforms (including XP), it needs to detect its available
bandwidth and not overreach that, and it needs to help the operator
through opening up ports on his firewall. Then we need a slick GUI
that lets people click a button or two rather than editing text files.
Once we've done all this, we'll hit our first big question: is
most of the barrier to growth caused by the unusability of the current
software? If so, are the rest of these incentive schemes superfluous?
3.2. The network effect: how many nodes will you interact with?
One of the concerns with pairwise reputation systems is that as the
network gets thousands of servers, the chance that you're going to
interact with a given server decreases. So if 90% of interactions
don't have any prior information, the "local" incentive schemes above
are going to degrade. This doesn't mean they're pointless -- it just
means we need to be aware that this is a limitation, and plan in the
background for what step to take next. (It seems that e-cash solutions
would scale better, though they have issues of their own.)
3.3. Guard nodes
As of Tor 0.1.1.11, Tor users pick from a small set of semi-permanent
"guard nodes" for their first hop of each circuit. This seems to have
a big impact on pairwise reputation systems since you will only be
cashing in on your reputation to a few people, and it is unlikely
that a given pair of nodes will use each other as guard nodes.
What does this imply? For one, it means that we don't care at all
about the opinions of most of the servers out there -- we should
focus on keeping our guard nodes happy with us.
One conclusion from that is that our design needs to judge performance
not just through direct interaction (beginning of the circuit) but
also through indirect interaction (middle of the circuit). That way
you can never be sure when your guards are measuring you.
3.4. Restricted topology: benefits and roadmap.
As the Tor network continues to grow, we will need to make design
changes to the network topology so that each node does not need
to maintain connections to an unbounded number of other nodes. For
anonymity's sake, we may partition the network such that all
the nodes have the same belief about the divisions and each node is
in only one partition. (The alternative is that every user fetches
his own random subset of the overall node list -- this is bad because
of intersection attacks.)
Therefore the "network horizon" for each user will stay bounded,
which helps against the above issues in 3.2 and 3.3.
It could be that the core of long-lived servers will all get to know
each other, and so the critical point that decides whether you get
good service is whether the core likes you. Or perhaps it will turn
out to work some other way.
A special case here is the social network, where the network isn't
partitioned randomly but instead based on some external properties.
Social network topologies can provide incentives in other ways, because
people may be more inclined to help out their friends, and more willing
to relay traffic if only their friends are relaying through them. It
also opens the door for out-of-band incentive schemes because of the
out-of-band links in the graph.
3.5. Profit-maximizing vs. Altruism.
There are some interesting game theory questions here.
First, in a volunteer culture, success is measured in public utility
or in public esteem. If we add a reward mechanism, there's a risk that
reward-maximizing behavior will surpass utility- or esteem-maximizing
behavior.
Specifically, if most of our servers right now are relaying traffic
for the good of the community, we may actually *lose* those volunteers
if we turn the act of relaying traffic into a selfish act.
I am not too worried about this issue for now, since we're aiming
for an incentive scheme so effective that it produces thousands of
new servers.
3.6. What part of the node's performance do you measure?
We keep referring to having a node measure how well the other nodes
receive bytes. But don't leeching clients receive bytes just as well
as servers?
Further, many transactions in Tor involve fetching lots of
bytes and not sending very many. So it seems that we want to turn
things around: we need to measure how quickly a node can _send_
us bytes, and then only send it bytes in proportion to that.
However, a sneaky user could simply connect to a node and send some
traffic through it, and voila, he has performed for the network. This
is no good. The first fix is that we only count if you're receiving
bytes "backwards" in the circuit. Now the sneaky user needs to
construct a circuit such that his node appears later in the circuit,
and then send some bytes back quickly.
Maybe that complexity is sufficient to deter most lazy users. Or
maybe it's an argument in favor of a more penny-counting reputation
approach.
3.7. What is the appropriate resource balance for servers vs. clients?
If we build a good incentive system, we'll still need to tune it
to provide the right bandwidth allocation -- if we reserve too much
bandwidth for fast servers, then we're wasting some potential, but we
if we reserve too little, then fewer people will opt to become servers.
In fact, finding an optimum balance is especially hard because it's
a moving target: the better our incentive mechanism (and the lower
the barrier to setup), the more servers there will be. How do we find
the right balance?
One answer is that it doesn't have to be perfect: we can err on the
side of providing extra resources to servers. Then we will achieve our
desired goal -- when people complain about speed, we can tell them to
run a server, and they will in fact get better performance.
3.8. Anonymity attack: fast connections probably come from good servers.
If only fast servers can consistently get good performance in the
network, they will stand out. "Oh, that connection probably came from
one of the top ten servers in the network." Intersection attacks over
time can improve the certainty of the attack.
I'm not too worried about this. First, in periods of low activity,
many different people might be getting good performance. This dirties
the intersection attack. Second, with many of these schemes, we will
still be uncertain whether the fast node originated the traffic, or
was the entry node for some other lucky user -- and we already accept
this level of attack in other cases such as the Murdoch-Danezis attack
(http://freehaven.net/anonbib/#torta05).
3.9. How do we allocate bandwidth over the course of a second?
This may be a simple matter of engineering, but it still needs to be
addressed. Our current token bucket design refills each bucket once a
second. If we have N tokens in our bucket, and we don't know ahead of
time how many connections are going to want to send how many bytes,
how do we balance providing quick service to the traffic that is
already here compared to providing service to potential high-importance
future traffic?
If we have only two classes of service, here is a simple design:
At each point, when we are 1/t through the second, the total number
of non-priority bytes we are willing to accept is N/t. Thus if N
priority bytes arrive at the beginning of the second, we drain our
whole bucket then, and otherwise we provide some delayed service to
the non-priority bytes.
Does this design expand to cover the case of three priority classes?
Ideally we'd give each remote server its own priority number. Or
hopefully there's an easy design in the literature to point to --
this is clearly not my field.
3.10. Different-priority cells arriving on the same TCP connection.
4. Sample designs.
4.1. Two classes of service for circuits.
4.2. Treat all the traffic from the node with the same service;
hard reputation system.
4.3. Treat all the traffic from the node with the same service;
soft reputation system.
Rather than a guaranteed system with accounting (as 4.1 and 4.2),
we instead try for a best-effort system. All bytes are in the same
class of service. You keep track of other Tors by key, and give them
service proportional to the service they have given you. That is, in
the past when you have tried to push bytes through them, you track the
number of bytes and the average bandwidth, and use that to weight the
priority of their connections if they try to push bytes through you.
Now you're going to get minimum service if you don't ever push bytes
for other people, and you get increasingly improved service the more
active you are. We should have memories fade over time (we'll have
to tune that, which could be quite hard).
Pro: Sybil attacks are pointless because new identities get lowest
priority.
Pro: Smoothly handles periods of both low and high network load. Rather
than keeping track of the ratio/difference between what he's done for
you and what you've done for him, simply keep track of what he's done
for you, and give him priority based on that.
Based on 3.3 above, it seems we should reward all the nodes in our
path, not just the first one -- otherwise the node can provide good
service only to its guards. On the other hand, there might be a
second-order effect where you want nodes to like you so that *when*
your guards choose you for a circuit, they'll be able to get good
performance. This tradeoff needs more simulation/analysis.
This approach focuses on incenting people to relay traffic, but it
doesn't do much for incenting them to allow exits. It may help in
one way through: if there are few exits, then they will attract a
lot of use, so lots of people will like them, so when they try to
use the network they will find their first hop to be particularly
pleasant. After that they're like the rest of the world though.
Pro: this is a pretty easy design to add; and it can be phased in
incrementally simply by having new nodes behave differently.
4.4. Centralized opinions from the reputation servers.
Have a set of official measurers who spot-check servers from the
directory to see if they really do offer roughly the bandwidth
they advertise. Include these observations in the directory. (For
simplicity, the directory servers could be the measurers.) Then Tor
servers give priority to other servers. We'd like to weight the
priority by advertised bandwidth to encourage people to donate more,
but it seems hard to distinguish between a slow server and a busy
server.
The spot-checking can be done anonymously to prevent selectively
performing only for the measurers, because hey, we have an anonymity
network.
We could also reward exit nodes by giving them better priority, but
like above this only will affect their first hop. Another problem
is that it's darn hard to spot-check whether a server allows exits
to all the pieces of the Internet that it claims to. If necessary,
perhaps this can be solved by a distributed reporting mechanism,
where clients that can reach a site from one exit but not another
anonymously submit that site to the measurers, who verify.
A last problem is that since directory servers will be doing their
tests directly (easy to detect) or indirectly (through other Tor
servers), then we know that we can get away with poor performance for
people that aren't listed in the directory. Maybe we can turn this
around and call it a feature though -- another reason to get listed
in the directory.
5. Recommendations and next steps.