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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