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RFC 8019

Protecting Internet Key Exchange Protocol Version 2 (IKEv2) Implementations from Distributed Denial-of-Service Attacks

Pages: 32
Proposed Standard
Part 2 of 2 – Pages 16 to 32
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7. Using Puzzles in the Protocol

This section describes how the puzzle mechanism is used in IKEv2. It is organized as follows. Section 7.1 describes using puzzles in the IKE_SA_INIT exchange and Section 7.2 describes using puzzles in the IKE_AUTH exchange. Both sections are divided into subsections describing how puzzles should be presented, solved, and processed by the Initiator and the Responder.

7.1. Puzzles in IKE_SA_INIT Exchange

The IKE Initiator indicates the desire to create a new IKE SA by sending an IKE_SA_INIT request message. The message may optionally contain a COOKIE notification if this is a repeated request performed after the Responder's demand to return a cookie. HDR, [N(COOKIE),] SA, KE, Ni, [V+][N+] --> Figure 1: Initial IKE_SA_INIT Request According to the plan, described in Section 6, the IKE Responder monitors incoming requests to detect whether it is under attack. If the Responder learns that a DoS or DDoS attack is likely to be in progress, then its actions depend on the volume of the attack. If the volume is moderate, then the Responder requests the Initiator to return a cookie. If the volume is high to such an extent that puzzles need to be used for defense, then the Responder requests the Initiator to solve a puzzle. The Responder MAY choose to process some fraction of IKE_SA_INIT requests without presenting a puzzle while being under attack to allow legacy clients, that don't support puzzles, to have a chance to be served. The decision whether to process any particular request must be probabilistic, with the probability depending on the Responder's load (i.e., on the volume of attack). The requests that don't contain the COOKIE notification MUST NOT participate in this lottery. In other words, the Responder must first perform a return routability check before allowing any legacy client to be served if it is under attack. See Section 7.1.4 for details.
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7.1.1. Presenting a Puzzle

If the Responder makes a decision to use puzzles, then it includes two notifications in its response message -- the COOKIE notification and the PUZZLE notification. Note that the PUZZLE notification MUST always be accompanied with the COOKIE notification, since the content of the COOKIE notification is used as an input data when solving the puzzle. The format of the PUZZLE notification is described in Section 8.1. <-- HDR, N(COOKIE), N(PUZZLE), [V+][N+] Figure 2: IKE_SA_INIT Response Containing Puzzle The presence of these notifications in an IKE_SA_INIT response message indicates to the Initiator that it should solve the puzzle to have a better chance to be served.
7.1.1.1. Selecting the Puzzle Difficulty Level
The PUZZLE notification contains the difficulty level of the puzzle -- the minimum number of trailing zero bits that the result of PRF must contain. In diverse environments, it is nearly impossible for the Responder to set any specific difficulty level that will result in roughly the same amount of work for all Initiators, because computation power of different Initiators may vary by an order of magnitude, or even more. The Responder may set the difficulty level to 0, meaning that the Initiator is requested to spend as much power to solve a puzzle as it can afford. In this case, no specific value of ZBC is required from the Initiator; however, the larger the ZBC that the Initiator is able to get, the better the chance is that it will be served by the Responder. In diverse environments, it is RECOMMENDED that the Initiator set the difficulty level to 0, unless the attack volume is very high. If the Responder sets a non-zero difficulty level, then the level SHOULD be determined by analyzing the volume of the attack. The Responder MAY set different difficulty levels to different requests depending on the IP address the request has come from.
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7.1.1.2. Selecting the Puzzle Algorithm
The PUZZLE notification also contains an identifier of the algorithm that is used by the Initiator to compute the puzzle. Cryptographic algorithm agility is considered an important feature for modern protocols [RFC7696]. Algorithm agility ensures that a protocol doesn't rely on a single built-in set of cryptographic algorithms but has a means to replace one set with another and negotiate new algorithms with the peer. IKEv2 fully supports cryptographic algorithm agility for its core operations. To support crypto-agility in case of puzzles, the algorithm that is used to compute a puzzle needs to be negotiated during the IKE_SA_INIT exchange. The negotiation is performed as follows. The initial request message from the Initiator contains an SA payload containing a list of transforms of different types. In that manner, the Initiator asserts that it supports all transforms from this list and can use any of them in the IKE SA being established. The Responder parses the received SA payload and finds mutually supported transforms of type PRF. The Responder selects the preferred PRF from the list of mutually supported ones and includes it into the PUZZLE notification. There is no requirement that the PRF selected for puzzles be the same as the PRF that is negotiated later for use in core IKE SA crypto operations. If there are no mutually supported PRFs, then IKE SA negotiation will fail anyway and there is no reason to return a puzzle. In this case, the Responder returns a NO_PROPOSAL_CHOSEN notification. Note that PRF is a mandatory transform type for IKE SA (see Sections 3.3.2 and 3.3.3 of [RFC7296]), and at least one transform of this type is always present in the SA payload in an IKE_SA_INIT request message.
7.1.1.3. Generating a Cookie
If the Responder supports puzzles, then a cookie should be computed in such a manner that the Responder is able to learn some important information from the sole cookie, when it is later returned back by the Initiator. In particular, the Responder SHOULD be able to learn the following information: o Whether the puzzle was given to the Initiator or only the cookie was requested. o The difficulty level of the puzzle given to the Initiator. o The number of consecutive puzzles given to the Initiator.
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   o  The amount of time the Initiator spent to solve the puzzles.  This
      can be calculated if the cookie is timestamped.

   This information helps the Responder to make a decision whether to
   serve this request or demand more work from the Initiator.

   One possible approach to get this information is to encode it in the
   cookie.  The format of such encoding is an implementation detail of
   the Responder, as the cookie would remain an opaque block of data to
   the Initiator.  If this information is encoded in the cookie, then
   the Responder MUST make it integrity protected, so that any intended
   or accidental alteration of this information in the returned cookie
   is detectable.  So, the cookie would be generated as:

   Cookie = <VersionIDofSecret> | <AdditionalInfo> |
                     Hash(Ni | IPi | SPIi | <AdditionalInfo> | <secret>)

   Note that according to Section 2.6 of [RFC7296], the size of the
   cookie cannot exceed 64 bytes.

   Alternatively, the Responder may generate a cookie as suggested in
   Section 2.6 of [RFC7296], but associate the additional information,
   using local storage identified with the particular version of the
   secret.  In this case, the Responder should have different secrets
   for every combination of difficulty level and number of consecutive
   puzzles, and should change the secrets periodically, keeping a few
   previous versions, to be able to calculate how long ago a cookie was
   generated.

   The Responder may also combine these approaches.  This document
   doesn't mandate how the Responder learns this information from a
   cookie.

   When selecting cookie generation, algorithm implementations MUST
   ensure that an attacker gains no or insignificant benefit from
   reusing puzzle solutions in several requests.  See Section 10 for
   details.

7.1.2. Solving a Puzzle and Returning the Solution

If the Initiator receives a puzzle but it doesn't support puzzles, then it will ignore the PUZZLE notification as an unrecognized status notification (in accordance with Section 3.10.1 of [RFC7296]). The Initiator MAY ignore the PUZZLE notification if it is not willing to spend resources to solve the puzzle of the requested difficulty, even if it supports puzzles. In both cases, the Initiator acts as described in Section 2.6 of [RFC7296] -- it restarts the request and includes the received COOKIE notification in it. The Responder
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   should be able to distinguish the situation when it just requested a
   cookie from the situation where the puzzle was given to the
   Initiator, but the Initiator for some reason ignored it.

   If the received message contains a PUZZLE notification and doesn't
   contain a COOKIE notification, then this message is malformed because
   it requests to solve the puzzle but doesn't provide enough
   information to allow the puzzle to be solved.  In this case, the
   Initiator MUST ignore the received message and continue to wait until
   either a valid PUZZLE notification is received or the retransmission
   timer fires.  If it fails to receive a valid message after several
   retransmissions of IKE_SA_INIT requests, then this means that
   something is wrong and the IKE SA cannot be established.

   If the Initiator supports puzzles and is ready to solve them, then it
   tries to solve the given puzzle.  After the puzzle is solved, the
   Initiator restarts the request and returns back to the Responder the
   puzzle solution in a new payload called a Puzzle Solution (PS)
   payload (see Section 8.2) along with the received COOKIE
   notification.

   HDR, N(COOKIE), [PS,] SA, KE, Ni, [V+][N+]   -->

         Figure 3: IKE_SA_INIT Request Containing Puzzle Solution

7.1.3. Computing a Puzzle

General principles of constructing puzzles in IKEv2 are described in Section 4.4. They can be summarized as follows: given unpredictable string S and PRF, find N different keys Ki (where i=[1..N]) for that PRF so that the result of PRF(Ki,S) has at least the specified number of trailing zero bits. This specification requires that the puzzle solution contains 4 different keys (i.e., N=4). In the IKE_SA_INIT exchange, it is the cookie that plays the role of unpredictable string S. In other words, in the IKE_SA_INIT, the task for the IKE Initiator is to find the four different, equal-sized keys Ki for the agreed upon PRF such that each result of PRF(Ki,cookie) where i = [1..4] has a sufficient number of trailing zero bits. Only the content of the COOKIE notification is used in puzzle calculation, i.e., the header of the Notify payload is not included. Note that puzzles in the IKE_AUTH exchange are computed differently than in the IKE_SA_INIT_EXCHANGE. See Section 7.2.3 for details.
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7.1.4. Analyzing Repeated Request

The received request must at least contain a COOKIE notification. Otherwise, it is an initial request and in this case, it MUST be processed according to Section 7.1. First, the cookie MUST be checked for validity. If the cookie is invalid, then the request is treated as initial and is processed according to Section 7.1. It is RECOMMENDED that a new cookie is requested in this case. If the cookie is valid, then some important information is learned from it or from local state based on the identifier of the cookie's secret (see Section 7.1.1.3 for details). This information helps the Responder to sort out incoming requests, giving more priority to those that were created by spending more of the Initiator's resources. First, the Responder determines if it requested only a cookie or presented a puzzle to the Initiator. If no puzzle was given, this means that at the time the Responder requested a cookie, it didn't detect the DoS or DDoS attack, or the attack volume was low. In this case, the received request message must not contain the PS payload, and this payload MUST be ignored if the message contains a PS payload for any reason. Since no puzzle was given, the Responder marks the request with the lowest priority since the Initiator spent little resources creating it. If the Responder learns from the cookie that the puzzle was given to the Initiator, then it looks for the PS payload to determine whether its request to solve the puzzle was honored or not. If the incoming message doesn't contain a PS payload, this means that the Initiator either doesn't support puzzles or doesn't want to deal with them. In either case, the request is marked with the lowest priority since the Initiator spent little resources creating it. If a PS payload is found in the message, then the Responder MUST verify the puzzle solution that it contains. The solution is interpreted as four different keys. The result of using each of them in the PRF (as described in Section 7.1.3) must contain at least the requested number of trailing zero bits. The Responder MUST check all of the four returned keys. If any checked result contains fewer bits than were requested, this means that the Initiator spent less resources than expected by the Responder. This request is marked with the lowest priority. If the Initiator provided the solution to the puzzle satisfying the requested difficulty level, or if the Responder didn't indicate any particular difficulty level (by setting the ZBC to 0) and the
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   Initiator was free to select any difficulty level it can afford, then
   the priority of the request is calculated based on the following
   considerations:

   o  The Responder MUST take the smallest number of trailing zero bits
      among the checked results and count it as the number of zero bits
      the Initiator solved for.

   o  The higher number of zero bits the Initiator provides, the higher
      priority its request should receive.

   o  The more consecutive puzzles the Initiator solved, the higher
      priority it should receive.

   o  The more time the Initiator spent solving the puzzles, the higher
      priority it should receive.

   After the priority of the request is determined, the final decision
   whether to serve it or not is made.

7.1.5. Deciding Whether to Serve the Request

The Responder decides what to do with the request based on the request's priority and the Responder's current load. There are three possible actions: o Accept request. o Reject request. o Demand more work from the Initiator by giving it a new puzzle. The Responder SHOULD accept an incoming request if its priority is high -- this means that the Initiator spent quite a lot of resources. The Responder MAY also accept some low-priority requests where the Initiators don't support puzzles. The percentage of accepted legacy requests depends on the Responder's current load. If the Initiator solved the puzzle, but didn't spend much resources for it (the selected puzzle difficulty level appeared to be low and the Initiator solved it quickly), then the Responder SHOULD give it another puzzle. The more puzzles the Initiator solves the higher its chances are to be served. The details of how the Responder makes a decision for any particular request are implementation dependent. The Responder can collect all of the incoming requests for some short period of time, sort them out based on their priority, calculate the number of available memory
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   slots for half-open IKE SAs, and then serve that number of requests
   from the head of the sorted list.  The remainder of requests can be
   either discarded or responded to with new puzzle requests.

   Alternatively, the Responder may decide whether to accept every
   incoming request with some kind of lottery, taking into account its
   priority and the available resources.

7.2. Puzzles in an IKE_AUTH Exchange

Once the IKE_SA_INIT exchange is completed, the Responder has created a state and is waiting for the first message of the IKE_AUTH exchange from the Initiator. At this point, the Initiator has already passed the return routability check and has proved that it has performed some work to complete the IKE_SA_INIT exchange. However, the Initiator is not yet authenticated, and this allows a malicious Initiator to perform an attack, as described in Section 3. Unlike a DoS attack in the IKE_SA_INIT exchange, which is targeted on the Responder's memory resources, the goal of this attack is to exhaust a Responder's CPU power. The attack is performed by sending the first IKE_AUTH message containing arbitrary data. This costs nothing to the Initiator, but the Responder has to perform relatively costly operations when computing the DH shared secret and deriving SK_* keys to be able to verify authenticity of the message. If the Responder doesn't keep the computed keys after an unsuccessful verification of the IKE_AUTH message, then the attack can be repeated several times on the same IKE SA. The Responder can use puzzles to make this attack more costly for the Initiator. The idea is that the Responder includes a puzzle in the IKE_SA_INIT response message and the Initiator includes a puzzle solution in the first IKE_AUTH request message outside the Encrypted payload, so that the Responder is able to verify a puzzle solution before computing the DH shared secret. The Responder constantly monitors the amount of the half-open IKE SA states that receive IKE_AUTH messages that cannot be decrypted due to integrity check failures. If the percentage of such states is high and it takes an essential fraction of the Responder's computing power to calculate keys for them, then the Responder may assume that it is under attack and SHOULD use puzzles to make it harder for attackers.
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7.2.1. Presenting the Puzzle

The Responder requests the Initiator to solve a puzzle by including the PUZZLE notification in the IKE_SA_INIT response message. The Responder MUST NOT use puzzles in the IKE_AUTH exchange unless a puzzle has been previously presented and solved in the preceding IKE_SA_INIT exchange. <-- HDR, SA, KE, Nr, N(PUZZLE), [V+][N+] Figure 4: IKE_SA_INIT Response Containing IKE_AUTH Puzzle
7.2.1.1. Selecting Puzzle Difficulty Level
The difficulty level of the puzzle in the IKE_AUTH exchange should be chosen so that the Initiator would spend more time to solve the puzzle than the Responder to compute the DH shared secret and the keys needed to decrypt and verify the IKE_AUTH request message. On the other hand, the difficulty level should not be too high, otherwise legitimate clients will experience an additional delay while establishing the IKE SA. Note that since puzzles in the IKE_AUTH exchange are only allowed to be used if they were used in the preceding IKE_SA_INIT exchange, the Responder would be able to roughly estimate the computational power of the Initiator and select the difficulty level accordingly. Unlike puzzles in the IKE_SA_INIT, the requested difficulty level for IKE_AUTH puzzles MUST NOT be 0. In other words, the Responder must always set a specific difficulty level and must not let the Initiator choose it on its own.
7.2.1.2. Selecting the Puzzle Algorithm
The algorithm for the puzzle is selected as described in Section 7.1.1.2. There is no requirement that the algorithm for the puzzle in the IKE_SA INIT exchange be the same as the algorithm for the puzzle in the IKE_AUTH exchange; however, it is expected that in most cases they will be the same.

7.2.2. Solving the Puzzle and Returning the Solution

If the IKE_SA_INIT regular response message (i.e., the message containing SA, KE, NONCE payloads) contains the PUZZLE notification and the Initiator supports puzzles, it MUST solve the puzzle. Note that puzzle construction in the IKE_AUTH exchange differs from the puzzle construction in the IKE_SA_INIT exchange and is described in Section 7.2.3. Once the puzzle is solved, the Initiator sends the IKE_AUTH request message containing the PS payload.
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   HDR, PS, SK {IDi, [CERT,] [CERTREQ,]
               [IDr,] AUTH, SA, TSi, TSr}   -->

      Figure 5: IKE_AUTH Request Containing IKE_AUTH Puzzle Solution

   The PS payload MUST be placed outside the Encrypted payload, so that
   the Responder is able to verify the puzzle before calculating the DH
   shared secret and the SK_* keys.

   If IKE fragmentation [RFC7383] is used in the IKE_AUTH exchange, then
   the PS payload MUST be present only in the first IKE Fragment
   message, in accordance with Section 2.5.3 of [RFC7383].  Note that
   calculation of the puzzle in the IKE_AUTH exchange doesn't depend on
   the content of the IKE_AUTH message (see Section 7.2.3).  Thus, the
   Initiator has to solve the puzzle only once, and the solution is
   valid for both unfragmented and fragmented IKE messages.

7.2.3. Computing the Puzzle

A puzzle in the IKE_AUTH exchange is computed differently than in the IKE_SA_INIT exchange (see Section 7.1.3). The general principle is the same; the difference is in the construction of the string S. Unlike the IKE_SA_INIT exchange, where S is the cookie, in the IKE_AUTH exchange, S is a concatenation of Nr and SPIr. In other words, the task for the IKE Initiator is to find the four different keys Ki for the agreed upon PRF such that each result of PRF(Ki,Nr | SPIr) where i=[1..4] has a sufficient number of trailing zero bits. Nr is a nonce used by the Responder in the IKE_SA_INIT exchange, stripped of any headers. SPIr is the IKE Responder's SPI from the IKE header of the SA being established.

7.2.4. Receiving the Puzzle Solution

If the Responder requested the Initiator to solve a puzzle in the IKE_AUTH exchange, then it MUST silently discard all the IKE_AUTH request messages without the PS payload. Once the message containing a solution to the puzzle is received, the Responder MUST verify the solution before performing computationally intensive operations, i.e., computing the DH shared secret and the SK_* keys. The Responder MUST verify all four of the returned keys. The Responder MUST silently discard the received message if any checked verification result is not correct (contains insufficient number of trailing zero bits). If the Responder successfully verifies the puzzle and calculates the SK_* key, but the message authenticity check fails, then it SHOULD save the calculated keys in the IKE SA state while waiting for the retransmissions from the
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   Initiator.  In this case, the Responder may skip verification of the
   puzzle solution and ignore the PS payload in the retransmitted
   messages.

   If the Initiator uses IKE fragmentation, then it sends all fragments
   of a message simultaneously.  Due to packets loss and/or reordering,
   it is possible that the Responder receives subsequent fragments
   before receiving the first one that contains the PS payload.  In this
   case, the Responder MAY choose to keep the received fragments until
   the first fragment containing the solution to the puzzle is received.
   In this case, the Responder SHOULD NOT try to verify authenticity of
   the kept fragments until the first fragment with the PS payload is
   received, and the solution to the puzzle is verified.  After
   successful verification of the puzzle, the Responder can then
   calculate the SK_* key and verify authenticity of the collected
   fragments.

8. Payload Formats

8.1. PUZZLE Notification

The PUZZLE notification is used by the IKE Responder to inform the Initiator about the need to solve the puzzle. It contains the difficulty level of the puzzle and the PRF the Initiator should use. 1 2 3 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | Next Payload |C| RESERVED | Payload Length | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ |Protocol ID(=0)| SPI Size (=0) | Notify Message Type | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | PRF | Difficulty | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ o Protocol ID (1 octet) -- MUST be 0. o SPI Size (1 octet) -- MUST be 0, meaning no SPI is present. o Notify Message Type (2 octets) -- MUST be 16434, the value assigned for the PUZZLE notification. o PRF (2 octets) -- Transform ID of the PRF algorithm that MUST be used to solve the puzzle. Readers should refer to the "Transform Type 2 - Pseudorandom Function Transform IDs" subregistry on [IKEV2-IANA] for the list of possible values.
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   o  Difficulty (1 octet) -- Difficulty level of the puzzle.  Specifies
      the minimum number of trailing zero bits (ZBC) that each of the
      results of PRF must contain.  Value 0 means that the Responder
      doesn't request any specific difficulty level, and the Initiator
      is free to select an appropriate difficulty level on its own (see
      Section 7.1.1.1 for details).

   This notification contains no data.

8.2. Puzzle Solution Payload

The solution to the puzzle is returned back to the Responder in a dedicated payload, called the PS payload. 1 2 3 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | Next Payload |C| RESERVED | Payload Length | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | | ~ Puzzle Solution Data ~ | | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ o Puzzle Solution Data (variable length) -- Contains the solution to the puzzle -- four different keys for the selected PRF. This field MUST NOT be empty. All of the keys MUST have the same size; therefore, the size of this field is always a multiple of 4 bytes. If the selected PRF accepts only fixed-size keys, then the size of each key MUST be of that fixed size. If the agreed upon PRF accepts keys of any size, then the size of each key MUST be between 1 octet and the preferred key length of the PRF (inclusive). It is expected that in most cases, the keys will be 4 (or even less) octets in length; however, it depends on puzzle difficulty and on the Initiator's strategy to find solutions, and thus the size is not mandated by this specification. The Responder determines the size of each key by dividing the size of the Puzzle Solution Data by 4 (the number of keys). Note that the size of Puzzle Solution Data is the size of the Payload (as indicated in the Payload Length field) minus 4 -- the size of the Payload header. The payload type for the PS payload is 54.
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9. Operational Considerations

The puzzle difficulty level should be set by balancing the requirement to minimize the latency for legitimate Initiators with making things difficult for attackers. A good rule of thumb is taking about 1 second to solve the puzzle. At the time this document was written, a typical Initiator or botnet member can perform slightly less than a million hashes per second per core, so setting the number of zero bits to 20 is a good compromise. It should be noted that mobile Initiators, especially phones, are considerably weaker than that. Implementations should allow administrators to set the difficulty level and/or be able to set the difficulty level dynamically in response to load. Initiators SHOULD set a maximum difficulty level beyond which they won't try to solve the puzzle and log or display a failure message to the administrator or user. Until the widespread adoption of puzzles happens, most Initiators will ignore them, as will all attackers. For puzzles to become a really powerful defense measure against DDoS attacks, they must be supported by the majority of legitimate clients.

10. Security Considerations

Care must be taken when selecting parameters for the puzzles, in particular the puzzle difficulty. If the puzzles are too easy for the majority of attackers, then the puzzle mechanism wouldn't be able to prevent DoS or DDoS attacks and would only impose an additional burden on legitimate Initiators. On the other hand, if the puzzles are too hard for the majority of Initiators, then many legitimate users would experience unacceptable delays in IKE SA setup (and unacceptable power consumption on mobile devices) that might cause them to cancel the connection attempt. In this case, the resources of the Responder are preserved; however, the DoS attack can be considered successful. Thus, a sensible balance should be kept by the Responder while choosing the puzzle difficulty -- to defend itself and to not over-defend itself. It is RECOMMENDED that the puzzle difficulty be chosen, so that the Responder's load remains close to the maximum it can tolerate. It is also RECOMMENDED to dynamically adjust the puzzle difficulty in accordance to the current Responder's load. If the cookie is generated as suggested in Section 2.6 of [RFC7296], then an attacker can use the same SPIi and the same Ni for several requests from the same IPi. This will result in generating the same
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   cookies for these requests until the Responder changes the value of
   its cookie generation secret.  Since the cookies are used as an input
   data for puzzles in the IKE_SA_INIT exchange, generating the same
   cookies allows the attacker to reuse puzzle solutions, thus bypassing
   the proof-of-work requirement.  Note that the attacker can get only
   limited benefit from this situation -- once the half-open SA is
   created by the Responder, all the subsequent initial requests with
   the same IPi and SPIi will be treated as retransmissions and
   discarded by the Responder.  However, once this half-open SA is
   expired and deleted, the attacker can create a new one for free if
   the Responder hasn't changed its cookie generation secret yet.

   The Responder can use various countermeasures to completely eliminate
   or mitigate this scenario.  First, the Responder can change its
   cookie generation secret frequently especially if under attack, as
   recommended in Section 2.6 of [RFC7296].  For example, if the
   Responder keeps two values of the secret (current and previous) and
   the secret lifetime is no more than a half of the current half-open
   SA retention time (see Section 4.1), then the attacker cannot get
   benefit from reusing a puzzle solution.  However, short cookie
   generation secret lifetime could have a negative consequence on weak
   legitimate Initiators, since it could take too long for them to solve
   puzzles, and their solutions would be discarded if the cookie
   generation secret has been already changed few times.

   Another approach for the Responder is to modify the cookie generation
   algorithm in such a way that the generated cookies are always
   different or are repeated only within a short time period.  If the
   Responder includes a timestamp in <AdditionalInfo> as suggested in
   Section 7.1.1.3, then the cookies will repeat only within a short
   time interval equal to timestamp resolution.  Another approach for
   the Responder is to maintain a global counter that is incremented
   every time a cookie is generated and include this counter in
   <AdditionalInfo>.  This will make every cookie unique.

   Implementations MUST use one of the above (or some other)
   countermeasures to completely eliminate or make insignificant the
   possible benefit an attacker can get from reusing puzzle solutions.
   Note that this issue doesn't exist in IKE_AUTH puzzles (Section 7.2)
   since the puzzles in IKE_AUTH are always unique if the Responder
   generates SPIr and Nr randomly in accordance with [RFC7296].

   Solving puzzles requires a lot of CPU usage that increases power
   consumption.  This additional power consumption can negatively affect
   battery-powered Initiators, e.g., mobile phones or some Internet of
   Things (IoT) devices.  If puzzles are too hard, then the required
   additional power consumption may appear to be unacceptable for some
   Initiators.  The Responder SHOULD take this possibility into
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   consideration while choosing the puzzle difficulty and while
   selecting which percentage of Initiators are allowed to reject
   solving puzzles.  See Section 7.1.4 for details.

   If the Initiator uses NULL Authentication [RFC7619], then its
   identity is never verified.  This condition may be used by attackers
   to perform a DoS attack after the IKE SA is established.  Responders
   that allow unauthenticated Initiators to connect must be prepared to
   deal with various kinds of DoS attacks even after the IKE SA is
   created.  See Section 5 for details.

   To prevent amplification attacks, implementations must strictly
   follow the retransmission rules described in Section 2.1 of
   [RFC7296].

11. IANA Considerations

This document defines a new payload in the "IKEv2 Payload Types" registry: 54 Puzzle Solution PS This document also defines a new Notify Message Type in the "IKEv2 Notify Message Types - Status Types" registry: 16434 PUZZLE

12. References

12.1. Normative References

[IKEV2-IANA] IANA, "Internet Key Exchange Version 2 (IKEv2) Parameters", <http://www.iana.org/assignments/ikev2-parameters>. [RFC2119] Bradner, S., "Key words for use in RFCs to Indicate Requirement Levels", BCP 14, RFC 2119, DOI 10.17487/RFC2119, March 1997, <http://www.rfc-editor.org/info/rfc2119>. [RFC5723] Sheffer, Y. and H. Tschofenig, "Internet Key Exchange Protocol Version 2 (IKEv2) Session Resumption", RFC 5723, DOI 10.17487/RFC5723, January 2010, <http://www.rfc-editor.org/info/rfc5723>.
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   [RFC7296]  Kaufman, C., Hoffman, P., Nir, Y., Eronen, P., and T.
              Kivinen, "Internet Key Exchange Protocol Version 2
              (IKEv2)", STD 79, RFC 7296, DOI 10.17487/RFC7296, October
              2014, <http://www.rfc-editor.org/info/rfc7296>.

   [RFC7383]  Smyslov, V., "Internet Key Exchange Protocol Version 2
              (IKEv2) Message Fragmentation", RFC 7383,
              DOI 10.17487/RFC7383, November 2014,
              <http://www.rfc-editor.org/info/rfc7383>.

12.2. Informative References

[BITCOINS] Nakamoto, S., "Bitcoin: A Peer-to-Peer Electronic Cash System", October 2008, <https://bitcoin.org/bitcoin.pdf>. [RFC7619] Smyslov, V. and P. Wouters, "The NULL Authentication Method in the Internet Key Exchange Protocol Version 2 (IKEv2)", RFC 7619, DOI 10.17487/RFC7619, August 2015, <http://www.rfc-editor.org/info/rfc7619>. [RFC7696] Housley, R., "Guidelines for Cryptographic Algorithm Agility and Selecting Mandatory-to-Implement Algorithms", BCP 201, RFC 7696, DOI 10.17487/RFC7696, November 2015, <http://www.rfc-editor.org/info/rfc7696>.

Acknowledgements

The authors thank Tero Kivinen, Yaron Sheffer, and Scott Fluhrer for their contributions to the design of the protocol. In particular, Tero Kivinen suggested the kind of puzzle where the task is to find a solution with a requested number of zero trailing bits. Yaron Sheffer and Scott Fluhrer suggested a way to make puzzle difficulty less erratic by solving several weaker puzzles. The authors also thank David Waltermire and Paul Wouters for their careful reviews of the document, Graham Bartlett for pointing out the possibility of an attack related to "Hash & URL", Stephen Farrell for catching the repeated cookie issue, and all others who commented on the document.
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Authors' Addresses

Yoav Nir Check Point Software Technologies Ltd. 5 Hasolelim st. Tel Aviv 6789735 Israel Email: ynir.ietf@gmail.com Valery Smyslov ELVIS-PLUS PO Box 81 Moscow (Zelenograd) 124460 Russian Federation Phone: +7 495 276 0211 Email: svan@elvis.ru