-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathenvironment.py
More file actions
111 lines (97 loc) · 3.67 KB
/
environment.py
File metadata and controls
111 lines (97 loc) · 3.67 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
# ============================================================
# environment.py — Game Environment (Honey + Asset)
# ============================================================
from dataclasses import dataclass
from utils import clip01
@dataclass
class HoneyState:
S1: float
S2: float
sweetness: float
C: float
rho: float = 0.0
def recompute_rho(self):
self.rho = self.S1 * self.sweetness
class Environment:
"""
Simplified but realistic environment:
- honey: parameters S1, S2, sweetness, C, rho
- asset_real: whether the asset is real or a honeypot
- asset_value_if_real / asset_value_if_honey: base value
"""
def __init__(
self,
S1: float,
S2: float,
sweetness: float,
C: float,
rho: float,
asset_real: bool,
asset_value_if_real: float,
asset_value_if_honey: float,
):
self.honey = HoneyState(
S1=float(S1),
S2=float(S2),
sweetness=float(sweetness),
C=float(C),
rho=float(rho),
)
self.asset_real = bool(asset_real)
self.asset_value_if_real = float(asset_value_if_real)
self.asset_value_if_honey = float(asset_value_if_honey)
self.t = 0
# ========================================================
# ASSET VALUE FOR ATTACKER
# ========================================================
def compute_asset_value_for_attacker(self) -> float:
"""
Effective value of the asset (capped for numerical stability).
Scales with S1 and S2.
"""
base = self.asset_value_if_real if self.asset_real else self.asset_value_if_honey
# S1 and S2 between 0–1, base typically 1–10
factor = 0.5 + 0.3 * self.honey.S1 + 0.2 * self.honey.S2
value = base * factor
return max(0.0, min(10.0, value))
def compute_honey_info_value_for_attacker(self) -> float:
"""
Value of information the attacker gains by interacting
with honeypots / decoys (for expected_utility).
"""
# Higher value if C (deception quality) and sweetness are high
base = self.asset_value_if_honey
value = base * (0.4 + 0.8 * self.honey.C) + 1.5 * (self.honey.sweetness / 10.0)
return max(0.0, min(8.0, value))
@property
def asset_value_if_honey(self) -> float:
return self._asset_value_if_honey
@asset_value_if_honey.setter
def asset_value_if_honey(self, v: float):
self._asset_value_if_honey = float(v)
# ========================================================
# TRAP PROBABILITY
# ========================================================
def compute_pi_trap(self) -> float:
"""
Approximates the probability that the attacker falls into a trap.
Depends on C and rho (honeypot coupling).
"""
# rho can be >1, we normalize it
rho_norm = min(1.0, self.honey.rho / 5.0)
p = 0.15 + 0.5 * self.honey.C + 0.3 * rho_norm
return clip01(p)
# ========================================================
# ENVIRONMENT EVOLUTION
# ========================================================
def advance_time(self):
"""
Smooth evolution of the environment between steps (slight decay).
"""
self.t += 1
# Slight relaxation towards mean values
self.honey.S2 = clip01(self.honey.S2 * 0.98 + 0.02 * 0.5)
self.honey.sweetness = max(0.0, self.honey.sweetness * 0.99)
# C is maintained; rho is recomputed outside by Game.update_environment_mitre,
# but we can ensure consistency:
self.honey.recompute_rho()