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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 from 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.
 
-    One possible way to implement the latter is something similar to
 
-    EigenTrust [http://www.stanford.edu/~sdkamvar/papers/eigentrust.pdf],
 
-    where the opinion of nodes with high reputation more is weighted
 
-    higher.
 
- 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 like it
 
-    would 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.
 
-    Both 3.2 and 3.3 may be solved by having a global notion of reputation,
 
-    as in 2.3 and 2.4. However, computing the global reputation from local
 
-    views could be expensive (O(n^2)) when the network is really large.
 
- 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 most of the traffic they are relaying comes
 
-    from their friends. 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 tens of
 
-    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 is _sending_
 
-    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.
 
-    Addendum: I was more thinking of measuring based on who is the service
 
-    provider and service receiver for the circuit. Say Alice builds a
 
-    circuit to Bob. Then Bob is providing service to Alice, since he
 
-    otherwise wouldn't need to spend is bandwidth. So traffic in either
 
-    direction should be charged to Alice. Of course, the same attack would
 
-    work, namely, Bob could cheat by sending bytes back quickly. So someone
 
-    close to the origin needs to detect this and close the circuit, if
 
-    necessary. -JN
 
- 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
 
-    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 out 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 send out is N/t. Thus if N
 
-    priority bytes are waiting 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.
 
-    Is our current flow control mechanism (each circuit and each stream
 
-    start out with a certain window, and once they've exhausted it they
 
-    need to receive an ack before they can send more) going to have
 
-    problems with this new design now that we'll be queueing more bytes
 
-    for less preferred nodes? If it turns out we do, the first fix is
 
-    to have the windows start out at zero rather than start out full --
 
-    it will slow down the startup phase but protect us better.
 
-    While we have outgoing cells queued for a given server, we have the
 
-    option of reordering them based on the priority of the previous hop.
 
-    Is this going to turn out to be useful? If we're the exit node (that
 
-    is, there is no previous hop) what priority do those cells get?
 
-    Should we do this prioritizing just for sending out bytes (as I've
 
-    described here) or would it help to do it also for receiving bytes?
 
-    See next section.
 
- 3.10. Different-priority cells arriving on the same TCP connection.
 
-    In some of the proposed designs, servers want to give specific circuits
 
-    priority rather than having all circuits from them get the same class
 
-    of service.
 
-    Since Tor uses TCP's flow control for rate limiting, this constraints
 
-    our design choices -- it is easy to give different TCP connections
 
-    different priorities, but it is hard to give different cells on the
 
-    same connection priority, because you have to read them to know what
 
-    priority they're supposed to get.
 
-    There are several possible solutions though. First is that we rely on
 
-    the sender to reorder them so the highest priority cells (circuits) are
 
-    more often first. Second is that if we open two TCP connections -- one
 
-    for the high-priority cells, and one for the low-priority cells. (But
 
-    this prevents us from changing the priority of a circuit because
 
-    we would need to migrate it from one connection to the other.) A
 
-    third approach is to remember which connections have recently sent
 
-    us high-priority cells, and preferentially read from those connections.
 
-    Hopefully we can get away with not solving this section at all. But if
 
-    necessary, we can consult Ed Knightly, a Professor at Rice
 
-    [http://www.ece.rice.edu/~knightly/], for his extensive experience on
 
-    networking QoS.
 
- 3.11. Global reputation system: Congestion on high reputation servers?
 
-    If the notion of reputation is global (as in 2.3 or 2.4), circuits that
 
-    go through successive high reputation servers would be the fastest and
 
-    most reliable. This would incentivize everyone, regardless of their own
 
-    reputation, to choose only the highest reputation servers in its
 
-    circuits, causing an over-congestion on those servers.
 
-    One could argue, though, that once those servers are over-congested,
 
-    their bandwidth per circuit drops, which would in turn lower their
 
-    reputation in the future. A question is whether this would overall
 
-    stablize.
 
-    Another possible way is to keep a cap on reputation. In this way, a
 
-    fraction of servers would have the same high reputation, thus balancing
 
-    such load.
 
- 3.12. Another anonymity attack: learning from service levels.
 
-    If reputation is local, it may be possible for an evil node to learn
 
-    the identity of the origin through provision of differential service.
 
-    For instance, the evil node provides crappy bandwidth to everyone,
 
-    until it finds a circuit that it wants to trace the origin, then it
 
-    provides good bandwidth. Now, as only those directly or indirectly
 
-    observing this circuit would like the evil node, it can test each node
 
-    by building a circuit via each node to another evil node. If the
 
-    bandwidth is high, it is (somewhat) likely that the node was a part of
 
-    the circuit.
 
-    This problem does not exist if the reputation is global and nodes only
 
-    follow the global reputation, i.e., completely ignore their own view.
 
- 3.13. DoS through high priority traffic.
 
-    Assume there is an evil node with high reputation (or high value on
 
-    Alice) and this evil node wants to deny the service to Alice. What it
 
-    needs to do is to send a lot of traffic to Alice. To Alice, all traffic
 
-    from this evil node is of high priority. If the choice of circuits are
 
-    too based toward high priority circuits, Alice would spend most of her
 
-    available bandwidth on this circuit, thus providing poor bandwidth to
 
-    everyone else. Everyone else would start to dislike Alice, making it
 
-    even harder for her to forward other nodes' traffic. This could cause
 
-    Alice to have a low reputation, and the only high bandwidth circuit
 
-    Alice could use would be via the evil node.
 
- 3.14. If you run a fast server, can you run your client elsewhere?
 
-    A lot of people want to run a fast server at a colocation facility,
 
-    and then reap the rewards using their cablemodem or DSL Tor client.
 
-    If we use anonymous micropayments, where reputation can literally
 
-    be transferred, this is trivial.
 
-    If we pick a design where servers accrue reputation and can only
 
-    use it themselves, though, the clients can configure the servers as
 
-    their entry nodes and "inherit" their reputation. In this approach
 
-    we would let servers configure a set of IP addresses or keys that get
 
-    "like local" service.
 
- 4. Sample designs.
 
- 4.1. Two classes of service for circuits.
 
-    Whenever a circuit is built, it is specified by the origin which class,
 
-    either "premium" or "normal", this circuit belongs. A premium circuit
 
-    gets preferred treatment at each node. A node "spends" its value, which
 
-    it earned a priori by providing service, to the next node by sending
 
-    and receiving bytes. Once a node has overspent its values, the circuit
 
-    cannot stay as premium. It can either breaks or converts into a normal
 
-    circuit. Each node also reserves a small portion of bandwidth for
 
-    normal circuits to prevent starvation.
 
-    Pro: Even if a node has no value to spend, it can still use normal
 
-    circuits. This allow casual user to use Tor without forcing them to run
 
-    a server.
 
-    Pro: Nodes have incentive to forward traffic as quick and as much as
 
-    possible to accumulate value.
 
-    Con: There is no proactive method for a node to rebalance its debt. It
 
-    has to wait until there happens to be a circuit in the opposite
 
-    direction.
 
-    Con: A node needs to build circuits in such a way that each node in the
 
-    circuit has to have good values to the next node. This requires
 
-    non-local knowledge and makes circuits less reliable as the values are
 
-    used up in the circuit.
 
-    Con: May discourage nodes to forward traffic in some circuits, as they
 
-    worry about spending more useful values to get less useful values in
 
-    return.
 
- 4.2. Treat all the traffic from the node with the same service;
 
-      hard reputation system.
 
-    This design is similar to 4.1, except that instead of having two
 
-    classes of circuits, there is only one. All the circuits are
 
-    prioritized based on the value of the interacting node.
 
-    Pro: It is simpler to design and give priority based on connections,
 
-    not circuits.
 
-    Con: A node only needs to keep a few guard nodes happy to forward their
 
-    traffic.
 
-    Con: Same as in 4.1, may discourage nodes to forward traffic in some
 
-    circuits, as they worry about spending more useful values to get less
 
-    useful values in return.
 
- 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. (An
 
-    alternative would be to reward exit nodes with higher values. At the
 
-    extreme, we could even ask the directory servers to suggest the extra
 
-    values, based on the current availability of exit nodes.)
 
-    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.
 
- 5.1. Simulation.
 
-    For simulation trace, we can use two: one is what we obtained from Tor
 
-    and one from existing web traces.
 
-    We want to simulate all the four cases in 4.1-4. For 4.4, we may want
 
-    to look at two variations: (1) the directory servers check the
 
-    bandwidth themselves through Tor; (2) each node reports their perceived
 
-    values on other nodes, while the directory servers use EigenTrust to
 
-    compute global reputation and broadcast those.
 
- 5.2. Deploying into existing Tor network.
 
 
  |