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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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+
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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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+
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+2. Approaches to learning who should get priority.
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+
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+2.1. "Hard" or quantitative reputation tracking.
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+
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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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+
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+2.2. "Soft" or qualitative reputation tracking.
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+
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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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+
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+2.3. Centralized opinions from the reputation servers.
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+
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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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+
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+2.4. Reputation servers that aggregate opinions.
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+
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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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+
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+3. Related issues we need to keep in mind.
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+
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+3.1. The network effect: how many nodes will you interact with?
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+
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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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+
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+3.2. Guard nodes
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+
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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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+
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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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+
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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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+
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+3.3. Restricted topology: benefits and roadmap.
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+
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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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+
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+3.4. Profit-maximizing vs. Altruism.
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+
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+ There are some interesting game theory questions here.
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+
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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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+
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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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+
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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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+
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+3.5. Tor design changes that need to happen.
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+
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+4. Sample designs.
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+
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+4.1. Two classes of service for circuits.
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+
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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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+
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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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+
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+4.4. Centralized opinions from the reputation servers.
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+
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+5. Types of attacks.
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+
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+5.1. Anonymity attacks:
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+
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