Rook: Using Video Games as a Low-Bandwidth Censorship Resistant Communication Platform.
CCS'15: The 22nd ACM Conference on Computer and Communications Security Denver Colorado USA October, 2015(2015)
摘要
Censorship and surveillance is increasing in scale, sophistication, and prevalence across the globe. While most censorship circumvention systems still focus on escaping a given censored region to access Internet content outside of its control, we address a different but equally pressing problem: secure and secret chat within a censored region.
We present Rook as a censorship and surveillance resistant platform for communication using online games as its cover application. The use of online games represents a novel form of cover application that provides several features that make them uniquely well-suited for this purpose. Rook transmits data secretly by embedding it in the network traffic of an online game. To mitigate current attacks based on deep-packet inspection and traffic shape analysis Rook uses the normal traffic used by the game, it does not generate additional packets, does not change the length of existing packets, and ensures altered packets are still valid game packets.
For evaluation, we implement Rook using the online first-person shooter Team Fortress 2. Rook is evaluated against both active and passive attacks demonstrated in recent years including anti-mimicry probes, deep-packet inspection, traffic shape analysis, statistical analyses of packet payloads, and game-specific n-gram analyses.
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