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Summer 2002
Volume 6
Number 2

 

Home > News & Events > MITRE Publications > The Edge >

Eliminating the Middleman: Peer-to-Peer Technology for Command and Control by Stanley Manoski

Each day millions of people around the world use tools with such strange names as Morpheus, Bearshare/Gnutella, Freenet, and the notorious Napster. The tools, collectively known as peer-to-peer (P2P) technologies, have become the leading-edge way to exchange multimedia files over the Internet but are largely unexplored for the exchange of structured information or for government use. In a P2P system, each computer, called a node, has the ability to function as both a client and a server. In practice, the majority of users of P2P systems function as distributed clients only. How Peer-to-Peer Systems Work by Paul Silvey describes the general characteristics of P2P systems.

The ability to deliver and utilize timely, accurate information in a secure manner is key to the success of any battlefield activity. Information flowing through battlefield systems is used to determine the courses of action in the battle; therefore, deployed forces need highly redundant distributed systems that are hard to kill. Could P2P technologies offer new capabilities for command and control systems in the battlefield environment? Using file-sharing technologies as an illustration, this article suggests how they might help to address the needs of military users.

Examples of P2P Architectures
Napster

Napster allows users to share files in MP3 (Moving Picture Experts Group, audio layer 3) format. Users download the Napster software, which functions as both a client for performing searches for music files and as a server for sharing selected files with the general Napster community. When a registered user logs on to the Napster site, the client software uploads to the Napster server a list and descriptions of the files the user wants to share. When a user (the requester) searches for a file, the query goes to the Napster server, which returns a list of “hits.” The requester then selects which hit to retrieve and the client software downloads the actual files directly from the user in the list associated with that hit. The Napster servers never store the MP3 files themselves; they simply associate filenames and descriptions with users who have files to share.

The Napster architecture is thus partially centralized. The network of Napster servers acts as a single point for all user queries; it points users to their peers who have the files they want. Once the files are downloaded into the requester’s machine, they are automatically shared, making them more available to the overall user community.

Gnutella

Unlike Napster, Gnutella systems have no central server; in addition, Gnutella is a protocol, not P2P software. It is supported by numerous software packages, such as Bearshare, Limewire, and Todenode.

Users join a Gnutella network by connecting their Gnutella-compatible software to any node or nodes in the network. When a user enters a query for a file, the network sends the request to all nodes to which the user’s software is directly connected. Each node checks if the request matches any of the files it is sharing and responds to the requester; it also forwards the request to each node to which it is directly connected, and so on, until the request hop count is exceeded. Thus, a single request can fan out to thousands of nodes, each of which will route its response to the originating node along the reverse path of the request. Individual nodes cannot know from whom the original request came, because they send their response to the node making the request (i.e., directly connected to them). Only the original node “knows” it is the final destination of the response. Requesters select the source from which they would like to receive the file and make a direct connection to that peer user. Only then would the peer user know who (Internet Protocol [IP] address) made the original request.

One interesting aspect of Gnutella networks is that node connections change over time. More capable (i.e., higher bandwidth) nodes migrate to the center of Gnutella networks because they support traffic needs better. Thus, the network adapts to the capabilities of the nodes comprising it. A Gnutella network is also highly resilient: the lack of central control makes a Gnutella network very difficult to disrupt.

FastTrack (Morpheus)

Somewhere between Napster and Gnutella (topologically at least) lies FastTrack, a semi-distributed P2P network. Morpheus, licensed by MusicCity Networks from FastTrack, is a Gnutella-like network wherein individual users forward queries to so-called peer “supernodes”-normal nodes with processing and network capabilities superior to those of other peer nodes. The supernodes then forward the request to all of their directly connected nodes and supernodes. Selection and designation of supernodes vary as the network evolves. Morpheus performs better than a Gnutella network because traffic is focused through the supernodes.

Morpheus and FastTrack software also permits “intelligent downloading,” in which a selected file can be simultaneously downloaded, or retrieved piecemeal, from multiple nodes and rebuilt at the final destination. The system automatically cancels the connections of nodes that perform poorly during transfer and uses other nodes with better performance to retrieve the missing file fragment. If a download is terminated for any reason, it can be resumed later to complete the transfer.

Freenet

Freenet is a decentralized open-source P2P network. It allows users to share information with confidence that the information will remain private and unchanged.

In Freenet, users do not search for information. Instead, they use encrypted keys to “tell” the network to retrieve a particular file. The client software forwards the request key to a connected node that either replies with the file or forwards the request to a directly connected node that it determines might have the file associated with the key. The request continues in this manner until either the hop count is exceeded or a node determines that it has the file associated with the key. That node then passes the entire file back to the node that referred the request, and so on, until the originator’s node receives the file. The file is cached at every node along the path of the request, and stays in the cache until no further requests are received. Freenet maintains the next hop of a similar key request in the cache for a longer period of time to help route future requests.

In Freenet, user anonymity is stronger than in either Gnutella or Morpheus/FastTrack because the actual file transfers are both encrypted and routed back through the request route. One node on the network cannot be certain where a request or a file transfer originates or terminates.

Data inserted in the Freenet network naturally migrates to where it is requested most frequently, and is removable only through lack of use. Information tends to be highly redundant in localized areas.

The Battlefield System Environment

The Battlefield System Environment

MITRE has been involved in a variety of projects using P2P technology for defense needs. These efforts range from analyzing security aspects of the emerging P2P technologies for the North Atlantic Treaty Organization (NATO), to Defense Advanced Projects Research Agency (DARPA) investigations on collaboration technology (e.g., Groove) and network centric command, control and intelligence (C2I), to potential use of P2P in Army Battle Command Systems (ABCS). MITRE is helping to realize the potential of P2P technology to enhance future battlefield systems.

How might battlefield systems benefit from applying P2P tools? Battlefield systems generally have highly redundant, dynamic (ad hoc) network infrastructures, and communication usually takes place over low-bandwidth “pipes.” Both systems and networks need to be reliable and secure, and systems should be quickly deployable and self-configuring or adapting. Because the average soldier is not an engineer, systems should also be easy for people with little technical training to support and understand.

Addressing conventions pose a continuing problem in battlefield systems. Do you reference individual soldiers, units, machines, or platforms? How do you reference them: by IP address, domain name, URN (uniform resource name), or URL (uniform resource locator)? What happens when they move around the battlefield, or when a unit or individual reattaches to an existing unit or “split-jumps” from the original unit?

Battlefield systems must ensure the integrity and authenticity of information, and control access to information. They must ensure that users are who they say they are (authentication), and that authenticated users are authorized to retrieve the information (authorization).

Battlefield systems are increasingly automated. Information is not just retrieved, or “pulled:” instead, some information is automatically distributed, or “pushed,” among battlefield systems on the basis of domain-specific criteria.

Finally, information, like people, generally has a sphere of influence. Some information is used, as is, by pockets of users. Other information is refactored into other forms usable in other locales. For example, situation awareness (e.g., location of friendly and enemy troops) has different spheres of influence. Detailed information about individual soldiers or platforms has critical value to others in the vicinity, but higher echelons in the battlefield require such information to be aggregated or “rolled up.” Battlefield systems must avoid overloading users with information.

Matching P2P Capabilities with Battlefield Needs

No existing P2P system can provide the single solution to problems faced in battlefield system environments. However, some of the key concepts and aspects of available implementations may help to resolve certain difficulties. For example, all of the P2P systems mentioned are easily maintainable and self-configuring, and all allow any node simply to attach to the network at either a central point or from anywhere. These networks evolve without user intervention other than usage, so the maintenance and robustness exhibited by P2P networks appear to correlate well with battlefield requirements.

With regard to addressing, all P2P systems bypass traditional domain name server usage. Each utilizes its own scheme for addressing: generally mapping a user-defined ID to the current IP location of the user. If a user relocates, simply connecting to the system creates a new association, so the user can “float” in the network to other locations with full functionality. This capability would be valuable for mobile users, such as deployed Army units.

Node connections in some commercial P2P networks change over time. More capable (i.e., higher bandwidth) nodes migrate to the center of the networks because they support traffic needs better; thus the network adapts to the capabilities of the nodes composing it. Such networks are also highly resilient: the lack of central control makes them very difficult to disrupt. These types of features, as well as the intelligent downloading capabilities of Morpheus and FastTrack software, could potentially make P2P networks especially valuable for MITRE’s military sponsors.

Of all the commercial systems currently available, few can ensure information integrity and authenticity. Freenet, which uses encrypted keys, is one of the most promising P2P technologies for these requirements. The very nature of the network protects the key requests, data files, and even user anonymity. However, managing keys remains a major issue, as does discovering or sharing the keys used for making requests. Moreover, unlike the other P2P technologies discussed, Freenet has no “search” mechanisms that allow users to request metadata about files.

One aspect of Freenet with special relevance to the battlefield environment is the natural migration of information to where the information is most often requested. However, all current P2P systems are “pull” technologies, whereas battlefield systems require automation, and “push” services often are one aspect of automation. A “push-based” Freenet would be an interesting prospect.


For more information, please contact Stanley Manoski using the employee directory.


Homeland Security Center Center for Enterprise Modernization Command, Control, Communications and Intelligence Center Center for Advanced Aviation System Development

 
 
 

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