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A Postmodern Theory of Cyberterrorism: Game Theory


Jonathan Matusitza
a
University of Central Florida, Lake Mary, Florida, USA

Online publication date: 07 December 2009

To cite this Article Matusitz, Jonathan(2009) 'A Postmodern Theory of Cyberterrorism: Game Theory', Information
Security Journal: A Global Perspective, 18: 6, 273 — 281
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URL: http://dx.doi.org/10.1080/19393550903200474

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Information Security Journal: A Global Perspective, 18:273–281, 2009
Copyright © Taylor & Francis Group, LLC
ISSN: 1939-3555 print / 1939-3547 online
DOI: 10.1080/19393550903200474

A Postmodern Theory of Cyberterrorism:


1939-3547 Security Journal: A Global Perspective
1939-3555
UISS
Information Perspective, Vol. 18, No. 6, November 2009: pp. 0–0

Game Theory
Jonathan Matusitz
A Matusitz
J. Postmodern Theory of Cyberterrorism

University of Central Florida, ABSTRACT This article analyzes how the battle between computer security
Lake Mary, Florida, USA experts and cyberterrorists can be explained through game theory. This article
is important because it not only applies game theory to the study of cyberter-
rorism, which has been rarely done so far, but it also breaks new ground by
intersecting the game theoretical model with another theory, social network
theory. An important thesis of this analysis is that under the principles of
game theory, each player is assumed to be rational; all players wish the out-
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come to be as positive or rewarding as possible. Another key argument is that


game theory is a postmodern theory; against opponents who wage attacks in a
postmodern fashion, conventional strategies lead nowhere. The cyberterrorist
and the cyber forensics expert not only engage in real-time game play but also
use tactics that are not conceivable in conventional conflict.

KEYWORDS Cyberterrorism, game theory, information technology, internet, networks,


postmodernism

INTRODUCTION
This article analyzes how the battle between computer security experts and
cyberterrorists can be explained through game theory. This article is important
because it not only applies game theory to the study of cyberterrorism, which
has been rarely done so far (i.e., Lye & Wing, 2005), but it also breaks new
ground by intersecting the game theoretical model with another theory, social
network theory. A key premise of this analysis is that under the principles of
game theory, each player is assumed to be rational; all players wish the out-
come to be as positive or rewarding as possible. Game theory is a postmodern
theory; against opponents who wage attacks in a postmodern fashion, conven-
tional strategies lead nowhere. The cyberterrorist and the cyber forensics
expert not only engage in real-time game play but also use tactics that are not
conceivable in conventional conflict.
This article begins with an explanation of the rationale for using game theory
in the context of cyberterrorism. The article then provides an extensive literature
Address correspondence to Jonathan
review on game theory, describing the meaning of the theory, three types of
Matusitz, PhD, University of Central outcomes that result from the actions taken by the players in the game (i.e.,
Florida Partnership Center, 100 the Nash equilibrium, the zero-sum game, and the positive-sum game and the
Weldon Blvd., Sanford, FL 32773.
E-mail: matusitz@gmail.com negative-sum game), and the importance of the role of communication in

273
game theory. What comes after the literature review is he or she may suspect that an attack has occurred and
the heart of the article: the application of game theory that action must be taken immediately. This implies
to cyberterrorism. As such, this section provides a that the two players are in the same context. One
clear definition of cyberterrorism, and describes how player wants to attack a computer system; the other
game theory can be applied to this context, how the wants to protect it. The context involves short-term
theory is postmodern, and what postmodernism strategies on the part of both sides. The interactions
means. The article ends with a general explanation of between the cyberterrorist and the computer security
how game theory and social network theory can be agent are to be viewed as a postmodern two-player
intermingled. Finally, a discussion section and sugges- game. The goal here is to explain what strategies are
tions for future research are offered. used by both players and how computer security
agents can use the outcomes of the game to improve
the security of their network.
RATIONALE FOR USING GAME
THEORY
LITERATURE REVIEW
Game theory examines the relationships between
individuals or groups, using models with clear state- This literature review on game theory provides a
ments of consequences (individual payoffs) that depend description of the theory, illustrates three types of out-
on the actions taken by more than one individual comes that result from the actions taken by the players
(Aumann & Hart, 1992; Fudenberg & Tirole, 1991; von in the game (i.e., the Nash equilibrium, the zero-sum
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Neumann & Morgenstern, 1944). Game theory has game, and the positive-sum game and the negative-
been applied to many disciplines: economics, political sum game), and justifies the role of communication in
science, particularly voting decisions (Bilbao, Fernandez, game theory.
Jimenez, & Lopez, 2002), as well as other numerous
domains, including two important ones for the past sev-
Description of Game Theory
eral years (law enforcement and cyber forensics (see
Fent, Feichtinger, & Tragler, 2002). The reason for using Game theory, first outlined by John von Neumann
game theory in this study is that game theory is all (von Neumann & Morgenstern, 1944), studies how
about power and control. It deals with two-person (or individuals behave when they are placed in situations
more) decision-making situations (with opposing or that require them to interact with other individuals.
joined interests). As explained later, game theory is well Game theory analyzes rational behavior in interactive
suited to the analysis of cyberterrorism. Since games fre- or interdependent situations and proposes a set of
quently reproduce or share characteristics with real situ- mathematical tools and models for analyzing these
ations, they can offer strategies for dealing with such interactive or interdependent processes (Neel, 2005). It
circumstances. The basic assumption is that the players rests on the premise that each person “must first know
(decision makers) follow specific objectives and take the decision of the other agents before knowing which
into account both their skills and expectations of the decision is best for himself or herself” (Jehle & Reny,
other player’s (decision maker’s) behavior. 2001, p. 267). As the theory suggests, a game consists
Another reason why game theory is suited for this of players. The number of players does not matter, but
study is that, in the face of opponents who carry out the theory is best applicable when the number of play-
attacks in a postmodern fashion, conventional strategies ers does not exceed “a few.” So, each person is a player
lead nowhere. The cyber attacker and the computer in the game and the player is also a decision maker,
security agent not only engage in real-time game play choosing how he or she acts. Because each player
but also use strategies that are not conceivable in con- wants the greatest possible consequence according to
ventional warfare. Game theory can explain how his or her preference, every decision made by each
viruses evolve (Turner, 2005). For this reason, the the- player will have an impact — whether positive or nega-
ory can greatly contribute to a better understanding of tive — on the outcomes of the game. In other words,
cyber strategy and its implications. For instance, when each outcome is the result of particular moves made by
a public Web server administrator notices something players at a given point in the game (Rapoport, 1974).
unusual in the network (e.g., caused by a DOS attack),
J. Matusitz 274
The fundamental characteristic of game theory is states do not depend on past states (Workman, 2004).
the assumption that players are rational and, therefore, In other words, the description of the present state
look for the maximization of the difference between completely encapsulates and provides all the informa-
their own costs and benefits when considering an tion that could affect the future evolution of the process.
action to take. With respect to decisions or moves It is a probabilistic process, not deterministic, that will
made by players, game theory shares fundamental allow future states to be reached (Markov, 1971).
similarities with social exchange theory. Coined by According to Rapoport (1974), game theory
Hormans (1958), social exchange theory posits that implies players (decision makers) and payoffs accu-
human relationships develop through the use of a mulated by each player as a consequence of each pos-
subjective cost-benefit analysis and the comparison of sible outcome. A player will always take the path that
alternatives (e.g., “what my partner gives may be a will result in a greater payoff to himself or herself
cost to him, just as what my partner gets may be a (which means that each player knows the payoffs and
reward”). Just like game theory, social exchange the- the opponent(s) at any given end state). This also
ory rests upon rationalization and the outweighing of implies that each player seeks to follow the strategies
perceived benefits. An example of rationalization that will accomplish the most beneficial goal in every
would be the following: “It was the right thing to do.” situation. Of equal relevance is that game theory is
Thibaut and Kelley (1959) go even further by integrat- the strategic thinking about how player A will act in a
ing the notion of irrational moves into the theory. situation where his or her moves will affect player B,
For instance, they illustrated vengefulness as an irra- whose moves, in turn, will have an impact on player
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tional motive (e.g., “I would rather see both of us die A. What comes next is a description of three types of
than see him get off easier than I”). They also outcomes that result from the actions taken by the
explained the role of moralization (e.g., “I will be for- players in the game: (1) the Nash equilibrium, (2) the
given in Heaven”). A parallel to game theory can be zero-sum game, and (3) the positive-sum game and
drawn here, as each player is assumed to be rational. the negative-sum game.
This means they all wish the outcome to be as satis-
factory as possible according to the specific set of
reward and cost values (Sallhammar, Helvik, & Nash Equilibrium
Knapskog, 2006). The concept of Nash equilibrium was coined by
As one can see, both game theory and social John Nash (1950). It refers to the outcome of a game
exchange theory involve moves, decisions, strategies, that occurs when one player takes the best possible
or actions that look like those used in a chess game, action based on the action of another player. Likewise,
where each player does not know what moves his or the latter player takes the best possible action based on
her opponent will take. Therefore, each of the players the action of the first player. In the Nash equilibrium,
must find a strategy to examine the possible actions of both players perform their dominant strategies. What
each other in the situation. The ultimate goal is to this means is that neither of the two players would
determine the best course of action for each player change his or her strategy if offered the chance to do
(Jehle & Reny, 2001). By providing tools for analyzing so at the end of the game. So, each player makes the
strategic interactions among two or more players, best decision that he or she can, taking the actions of
game theory uses simple models to study complex his or her opponent as given (Mehlmann, 2000).
interactive relations. The advantage is that game theory In addition, the Nash equilibrium also implies that
helps illustrate the potential for, as well as the risks each player maximizes his or her own actual or expected
associated with, collaborative behavior among distrust- payoff. Recall that the payoff is the outcome obtained by
ful players in the game. Nevertheless, it is important to a combination of decisions. Again, each player takes the
note that, unlike in chess, pieces are never removed other player’s current strategies as given (Nash, 1950). So,
from the game board. As Workman (2005) puts it, a player has nothing to gain by changing only his or her
under the principles of game theory, players remain own strategy. If a player has chosen a strategy and if he
largely nomothetic, even when modeled out as a Con- or she cannot benefit by changing that strategy, while
tinuous Time Markov Chain (CTMC). According to the other player keeps his or hers unchanged as well,
the premises of CTMC, given the present state, future then the current set of strategies and the payoffs that

275 A Postmodern Theory of Cyberterrorism


result from the outcome of the game constitute a Nash collaborative outcome with the computer security
equilibrium (Fudenberg & Tirole, 1991). agent. In a collaborative game, the ability with which
each player communicates, the intensity of communi-
cation, and even the organization with which these
Zero-Sum Game
players communicate can affect, positively or nega-
A zero-sum game is a game in which the interests of tively, the outcome of the game. If there is no com-
each player are diametrically opposed (von Neumann & munication between two players, then no cooperation
Morgenstern, 1944). In other words, regardless of the can be formed. However, if they can communicate
outcome of the game, the winnings of one player are and engage in cooperative behavior, the outcome
exactly balanced by the losses of the other player. would be quite different. For this reason, repeated
What this means is that each of the payoffs must be interaction might lead to different outcomes.
the negative of the other(s) (Fudenberg & Tirole,
1991). The outcome of the game is named “zero-sum”
because when a player adds up his or her total gains GAME THEORY AS APPLIED TO
and subtracts the total losses of the other, they will CYBERTERRORISM
sum to zero. All in all, player A can gain only at the
Cyberterrorism is the intentional use of threatening
expense of player B (or vice versa) and the benefits and
and disruptive actions against computers, networks, or
losses to both player A and player B sum to the same
the Internet in order to cause harm or further ideolog-
value (von Neumann & Morgenstern, 1944).
ical, political, or similar objectives, or to intimidate
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any person in furtherance of such objectives (Arquilla,


Positive-Sum Game and Negative-Sum Rondfeltd, & Zanini, 1999; Conway, 2002; Dunnigan,
Game 2003). A similar definition of cyberterrorism is that it
is “aimed at coercing a population or its government
A positive-sum game is a situation in which each
to accede to certain political or social objectives”
player can benefit from the actions taken by all players,
(Clem, Galwankar, & Buck, 2003, p. 272). Attacks
even if some players benefit more than others. Thus, it
through the Internet need to have a terrorist compo-
can result in one player losing and another gaining
nent in order to be labeled “cyberterrorism.” From an
with an overall gain (Mehlmann, 2000). The gains
historical standpoint, the word “cyberterrorism” was
exceed the losses. A negative-sum game is a situation
born in the late 1980s when Collin, a senior research
in which the actions of each player hurt both them-
fellow at the Institute for Security and Intelligence
selves and their opponents. It can also result in one
(ISI) in California (Collin, 1996), coined this hot
player losing and another gaining with an overall loss
techno-phrase by blending two linguistic elements:
(Mehlmann, 2000).
cyberspace and terrorism. Now that we know what
cyberterrorism means, it would be interesting to see
THE ROLE OF COMMUNICATION IN how game theory can be applied to this context, how
the theory is postmodern, and what postmodernism
GAME THEORY
means. Then, an explanation of how game theory and
Communication plays a central role in game theory social network theory can be intermingled is provided.
because the theory involves the analysis of conflict,
cooperation, and the degree of communication
needed to reach a desired outcome by each player. Game Theory as Applied to
Game theory also deals with strategic interaction Cyberterrorism: An Overview
(Workman, 2008). A strategic interaction requires that
Just as we are able to understand the strategies used
the players make decisions; the outcome of the game
by conventional terrorists in a particular game, we
depends on the players’ choices. A strategic interac-
may also be able to understand how cyberterrorists act
tion inherently involves human communication. For
in a given situation. Two basic principles that make up
instance, the cyberterrorist needs to find a way
game theory are that the players are rational and
through communication and trust in order to reach a
intelligent in strategic reasoning. With respect to

J. Matusitz 276
cyberterrorists, why do many of them try to destroy
the computer system of the Pentagon or other federal
agencies? Why do they not cripple more targets
outside those organizations? The answer to these to
questions is simple. Cyberterrorists like to commit
malicious acts where they believe it will help influence
those who make decisions directly in the way of the
cyberterrorists’ goals. A network of cyberterrorists has as
its main objective to cause damage to the computer sys-
tem that it attacks. This damage can take many forms.
First, any action undertaken by the computer network
to strengthen its security system against attacks gener-
FIGURE 1 The interactions between the attacker and the
ates benefits for the cyberterrorists because it imposes system modeled as a stochastic game.
costs on the computer network. Second, any move
taken by the cyberterrorists that causes damage to the
computer network increases benefits for the cyberter- Sallhammar, Helvik, and Knapskog (2005) followed
rorist (e.g., self-glorification as the “enemy” suffers). the game model as applied to attacks on computer
Conversely, the response from the computer net- networks, based on a reward and cost concept. Their
work against a cyberterrorist action can be twofold: goal for using game theory was to compute the
expected attacker behavior in regards to decision
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retaliation (offensive) or conciliation (collaborative).


Oddly enough, collaboration between the attackers probabilities. As shown in Figure 1, the game model,
and the defenders can contribute to the shrinking of based on a reward/cost concept, assumes that attackers
the cyberterrorist network by reducing the number of will focus on the reward of successful actions and not
members who were part of their network. What happens on the potential cost of detection (before they take
is that the computer network can make it appear that actions). Attackers will also try to take full advantage
the conciliation was not the result of the actions taken of the expected outcome of the attack. Because the
by the cyberterrorists. Consequently, some members game model hinges on a reward and cost concept, it
may feel that the cyberterrorist attacks in question can adjust the transition rates of the stochastic model
have not carried the impact they had hoped. In reality, according to a specific threat assumption, such as
though, the end result is a draw (or a win-win out- potential attackers’ motivation and their awareness of
come). Retaliation can also increase winnings for both detection. The exchanges between an attacker and the
sides because it expends resources. system are modeled as a two-player zero-sum game
The outcome can also be a Nash equilibrium. (Sallhammar, Helvik, & Knapskog, 2006).
According to Lye and Wing (2005), a Nash equilibrium Please take notice of the word “random” in the
gives a computer security expert or a public Web server graph. This concept is part of stochastic game theory.
administrator an idea of the cyber attacker’s strategy Stochastic simply means random, a process whose
“and a plan for what to do in each state in the event of behavior is nondeterministic; a system’s subsequent
an attack” (p. 9). Finding additional Nash equilibria state is influenced both by predictable actions of the
allows that public Web server administrator to learn process and by randomness (Bellomo, 2007). After
more about the cyber attacker’s best attack strategies. solving the stochastic game, the expected attacker
Just like in a chess game, player A (e.g., a computer behavior is then manifested in the transitions between
security agent) does not know the next move of player states in the system model by influencing the transition
B (the cyberterrorist) and vice versa. Player A only rates based on a probability distribution. Eventually,
needs to act when an attack on the computer network the corresponding stochastic process is employed to
is suspected. It is fair to assume that both players know calculate security measures of the system, just as in the
what each other is capable of doing. Yet they do not typical availability and reliability analysis of ICT systems
each other’s next move. Again, it is just like a chess (Sallhammar, Knapskog, & Helvik, 2005).
game, where the game is evolutionary.

277 A Postmodern Theory of Cyberterrorism


Game Theory as Applied to While modern identity is a location, postmodern
Cyberterrorism: A Postmodern View “identity” cannot be localized and “therefore often
seen as nonidentity” (Kramer, 1997, p. xviii). Because
As opposed to conventional war techniques, game they are able to change their identities every second
theory in cyberspace allows for the use of grand strate- with just one mouse click, cyberterrorists are free from
gies aiming at fast and easy disintegration of the imposed rules and social constraint as they know it in
respective opponent. Not only can a player make mul- the perspectival, physical world. Is the other player a
tiple, simultaneous moves at the same time (as if he or real threat, or is it just an FBI agent acting as a cyber
she were composed of multiple selves), but both players spy? Because of the postmodern nature of the Internet
also can make multiple, simultaneous moves coinci- and the absence of spatiality, the Web user can move
dentally. In most games, players alternate moves. In effortlessly across the spatial divide. When confront-
cyberspace, this is not true anymore. An opponent can ing each other in cyberspace, the cyberterrorist and
launch multiple, simultaneous attacks easily and the computer security agent find themselves in a space
quickly (Littman, 1994). What this also means is that and time that are aperspectival. Kramer (1997) writes
time is not “constraining” in the context of cyberterror- extensively on aperspectival time. For Kramer, “aper-
ism. In other words, opponents in cyberspace are under spectival time is a dimensional constituent of the
no time control constraints (Carmel & Markovtich, world. Time is not anywhere, nor is it going ‘any-
1996). Timing for move and state updates is neither where.’ Nor is time a “constant” (p. 122).
fixed nor defined. In actual space, time is “perspectival” Postmodernism always implies change and fluidity.
(Gebser, 1985), while in cyberspace, time is “aperspec-
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This is Derrida’s (1967) deconstruction of meaning


tival.” For this reason, time becomes a “fluxing inten- and of the Other’s sense making and intentions. The
sity, rather than a fixed extensity, and as such it is not player’s opponent may have an end goal that is com-
prone to being fragmented into identical and repetitive patible with his or hers. Likewise, the opponent may
units of measurement such as past, present, or future” be trying for something that the player does not like,
(Kramer, 1997, p. 122). This is postmodernism. yet the opponent does not compromise the player’s
Postmodernism is a cultural movement of the late mission critical objectives (Hsu, Anantharaman,
twentieth century (Docherty, 1993; Jameson, 1991) Campbell, & Nowatzyk, 1990; Tesauro, 1994). Also
that endorses the view that we are living in an era of interesting is that the Internet and computer technology
individual freedom from imposed rules and social allow players to change their goals more quickly and
constraint (McQuail, 2000). One of the fundamental more frequently (Carmel & Frequently, 1996). They
assumptions underlying the theory of postmodernism can even change the rules. In most games, the rules are
is that it implies a blurring of the boundaries between known by all participants beforehand. In the case of
previously distinct or opposite phenomena (Lister, cyberterrorism, anything goes.
Dovey, Giddings, Grant, & Kelly, 2003) and represents
a shift towards spatialization and a triumph over lin-
earity (Bubitt, 2002). For postmodernists, “nothing is Intersection of Game Theory and
the same, the world is decoherent, discontinuous, Social Network Theory in the Study
uncertain, inconsistent” (Kramer, 1997, p. 10). Mean- of Cyberterrorism
ing is not important because it is always indetermi- The reason game theory can intersect with social
nate. Meaning is deconstructed (Derrida, 1973). To network theory in the study of cyberterrorism is
have a good idea of what postmodernism is, it would because the Internet is a large-scale communication
be interesting to compare it with modernism. While network that cannot be managed by one central
modernism is a reaction to the early twentieth century authority but rather by different nodes or hubs inter-
machine age, postmodernism is synonym with the age acting with each other and using various strategies.
of simulation, of online selves, and of computer and Some nodes are cyberterrorists themselves and part of
electronic media (McDermott, 1992; Turkle, 1992). the game. This lends to the analysis of the network
The fragmentary aspect of the Internet and commu- system using the game theory model, in which com-
nication in cyberspace give each player more autonomy munication paths or data streams can be altered by
to create his or her own environment and identity. selfish nodes — that is, cyberterrorists — who try to
J. Matusitz 278
cause damage or modify the state of the network. by the cyberterrorist can be observed. Once the game
Instead of being a homogeneous network where users has started, each player has several choices at any
interact safely and in an honest way, the Internet is given time during the game. An action pair, composed
more like a social network of heterogeneous, selfish of the cyberterrorist and the computer security agent,
users who try to maximize their personal desires can cause the local network to move from one state to
(Floyd & Fall, 1999). This is where game theory and another (Lye & Wing, 2005).
social network theory intersect. Game theory is a natural There are highly expected payoffs based on the
modeling framework for understanding how nodes in actions taken by each player. The cyberterrorist’s
the network make decisions independently and how rewards might be in terms of the amount of damage
they seek to optimize their desires by using strategies. done to the network. For instance, a “defaced corpo-
Computer security agents are the standard defenders rate website may cause the company to lose its reputa-
of the network (Floyd & Fall, 1999). They have to tion and its customer to lose confidence” (Lye &
intermingle with cyberterrorists and use different strate- Wing, 2005, p. 3). This is a reward for the cyber
gies to reach their desired outcomes (for the benefit of attacker. By the same token, disrupting a hub (public
the network, of course). The scenario in Figure 2 repre- Web server) can be the desired outcome of the cyber-
sents our game model during the interaction between a terrorist, even if it just takes 15 minutes for the public
cyberterrorist and a computer security agent. Web server administrator to determine the strategy
The public Web server, the private file server, and used and restart the service. On the other hand, the
the private workstation are very important nodes. reward of the computer security agent would see the
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Since these three nodes are highly connected to thou- strategies taken by the cyberterrorist fail, which
sands of computers, they are actually hubs. The cyber- happens in most cases (Mitnick & Simon, 2002). The
terrorist represents a small external node, working game can be a “cooperative” type of game if a
from a single computer. The cyberterrorist is not a cyberterrorist uses inducements to get a public Web
hub; however, his or her actions could be damaging. server administrator to take actions that will reach a
The links that we see are direct communication paths. positive outcome. The choices and actions made by
The computer security agent can work, for instance, the cyberterrorist can be influenced by the adminis-
from a private workstation and can have direct access trator (and vice versa). For example, the cyberterrorist
to all the features of the public Web server. From a can urge the administrator to install two levels of
game theory perspective, all kinds of strategies are password protection to make the effort required to
available to each player. For example, “a common target wreaking havoc more challenging to the attacker. It
for use as a launching base in an attack is the public might be the case that the cyberterrorist wants the
Web server” (Lye & Wing, 2005, p. 4). By using this network to be in a good state in order to create the
hub as a springboard from which serious damage biggest damage. After all, it takes a big target to create
could be inflicted, the cyberterrorist could try to flood a big damage.
private-home computers with viruses. Until the cyber- Based on the motives of the attacker, the adminis-
terrorist takes action, the computer security agent does trator might, in turn, increase security to prevent him
not know whether there is an attacker or not. He or or her from carrying out an evil plan. The cyberterrorist
she does not even know about the existence of the might perceive this next move as a tradeoff. Con-
node. It is important to note that not all actions taken versely, computer security agents might be able to
contemplate the idea that, while unknown cyberterrorist
actions may occur at any time, some of their moves
private
fileserver
are more likely to occur than others.
public
Cyberterrorist Webserver

DISCUSSION AND FUTURE


private DIRECTIONS
workstation
What this article has demonstrated is that game
FIGURE 2 Example of a local network attacked by a
theory is well suited to studying cyberterrorism. In the
cyberterrorist. face of cyber attackers, who wage attacks in a post-
279 A Postmodern Theory of Cyberterrorism
modern fashion, conventional strategies lead to no and how they seek to optimize their desires by using
avail. The cyberterrorist and the computer security various tactics. Since computer security agents act as
agent not only engage in real-time game play but also the standard defenders of the network (Floyd & Fall,
use tactics that would not be utilizable in conven- 1999), they put themselves in situations where they
tional conflict. Given this, the theory can greatly con- intermingle with cyberterrorists and use strategies in
tribute to a better understanding of cyber strategy and order to reach their desired outcomes (for the benefit
its implications. Not only can a player make multiple, of the network, of course). The main advantage of
simultaneous moves at the same time (as if he or she intersecting social network theory and game theory is
were composed of multiple selves), but both players that it allows for a more complete analysis and bet-
also can make multiple, simultaneous moves coinci- ter understanding of confrontations taking place in
dentally. As we have seen, cyberterrorists and their cyberspace.
opponents are free from time control constraints For future research, scholars should continue to put
(Carmel & Markovtich, 1996) because time is not game theory into practice and investigate how the
fixed; it is not even defined. While in physical space cyberterrorist and his or her opponent eventually
time is perspectival (Gebser, 1985), in cyberspace it is reach their outcomes. It might prove useful to deter-
“aperspectival.” Time, then, becomes a fluxing inten- mine not only how the two opponents in the game
sity, not a fixed extensity. There are no identical, (i.e., computer security experts and law enforcement
divided, and fragmented units of measurement such officials vs. cyberterrorists) are creating a dichotomous
as past, present, or future (Kramer, 1997). “Space,” as divide between the attacker and the defender but also
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we know it in actual space, is deconstructed; the the extent to which the two are intertwined. As such,
center in cyberspace is everywhere and the circumfer- it might be interesting to see whether or not those
ence nowhere. This is where the value of postmod- who defend systems and those who attack them fall
ernism comes into play: fluidity, fragmentation, and into the gray areas in between. Or, think of the follow-
decentralization. ing question: Do “good” and “evil” blur into gray? No
One conclusion that can be drawn from this theo- matter what the answer to this question may be, game
retical analysis is that cyberterrorists are postmodern theory remains a promising theory for exploring the
Internet-based terror reapers; they constantly seek to complex phenomenon of cyberspace. The informa-
turn the technological superiority and complexity of tion age has just begun and will pave the way for many
their targets into liabilities rather than assets. Just more marvels, events, and mysteries. Understanding
look at how immeasurably vulnerable our postmodern the tactics and strategies used by both cyberterrorists
society is in the face of malicious software programs, and their opponents is only a beginning step for game
destruction, or any disconnection of our information theory scholars.
systems or power supplies. Despite the fact that
abundant technical safeguards may be created by the
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281 A Postmodern Theory of Cyberterrorism

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