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// PRISM Model of hacking a communication // - Bob and Alice are chatting. // - Eve wants to hack the messages from Bob. // - The propability of successfull hacking is 0.05.
smg
player bob [receiveB], [readWriteB], [sendB], [waitB] endplayer
player alice [receiveA], [readWriteA], [sendA], [waitA] endplayer
player eve [hackE], [waitE] endplayer
// 0 bob, 1 eve, 2 alice global move : [0..2] init 0; // global bobSent : [0..1] init 0; global hacked : [0..1] init 0;
label "hacked" = hacked=1;
module communication bobReceived : [0..1] init 0; bobWroteMessage : [0..1] init 1; aliceReceived : [0..1] init 0; aliceWroteMessage : [0..1] init 0; aliceSent : [0..1] init 0;
// bob's communication part [receiveB] move=0 & aliceSent=1 -> (bobReceived'=1) & (aliceSent'=0) & (move'=1); [readWriteB] move=0 & bobReceived=1 -> (bobWroteMessage'=1) & (bobReceived'=0) & (move'=1); [sendB] move=0 & bobWroteMessage=1 -> (bobSent'=1) & (bobWroteMessage'=0) & (move'=1); [waitB] move=0 & !(aliceSent=1 | bobReceived=1 | bobWroteMessage=1) -> (move'=1);
// alice's communication part [receiveA] move=2 & bobSent=1 -> (aliceReceived'=1) & (bobSent'=0) & (move'=0); [readWriteA] move=2 & aliceReceived=1 -> (aliceWroteMessage'=1) & (aliceReceived'=0) & (move'=0); [sendA] move=2 & aliceWroteMessage=1 -> (aliceSent'=1) & (aliceWroteMessage'=0) & (move'=0); [waitA] move=2 & !(bobSent=1 | aliceReceived=1 | aliceWroteMessage=1) -> (move'=0);
endmodule
module hacking [hackE] move=1 & bobSent=1 -> 0.05: (hacked'=1) & (move'=2) + 0.95: (move'=2); [waitE] move=1 & !(bobSent=1) -> (move'=2); endmodule
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