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> Agent Smith Problem, The problem and how to solve it
Serbitar
post Feb 3 2007, 10:42 PM
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A Question Frank: Arent you just pushing the problem to another level?

After all, an agent is just a hacker in a box, and why stops an agent (conceptually) from getting influence as well as a hacker does?
Whats so special in a hacker that only a hackers commlink can orchestrate lots of resources, and an agents commlink can not?

If you dont want to push the escalation level arround, you will have to find a reason why an agent is not working exactly like a hacker (with maybe lesser stats).
And in most definitions I know an agent is exactly a hacker (at least in the very confined, relativley simple and artifical spaces of the matrix).
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FrankTrollman
post Feb 3 2007, 11:02 PM
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QUOTE (Serbitar)
A Question Frank: Arent you just pushing the problem to another level?

And in most definitions I know an agent is exactly a hacker (at least in the very confined, relativley simple and artifical spaces of the matrix).

If you take the second part of this statement as given, then yes. Otherwise no.

The reasoning "An Agent is just a Hacker..." cannot be followed to its conclusion. An Agent is software. It's the equivalent of a Drone. It's the quivalent of a spirit. And there's a reason that Spirits don't get Conjuring skills. If you allow for software to spawn software then the only limit is how much software can exist... on Earth. And that's... a very big number.

The only spirits who can summon spirits are Insect Queens. And that's not world destroying because Insect Queens can't summon other Insect queens, and they need a living host to pop out each additional hive soldier. A game balanced version of Agents as hackers could b made analagous to that, but the only thing I think that can model is Deus Drones.

Fundamentally, each system in the network must subscribe to the same influence pool or the universe collapses in zero time. An Agent can't be equivalent to a Hacker's Icon in terms of what it can accomplish. If it is, we're just back to the 10,000 die roll Zombie attack.

QUOTE (Serbitar)
If you dont want to push the escalation level arround, you will have to find a reason why an agent is not working exactly like a hacker (with maybe lesser stats).


Right. Conceptually, the Agent has to be amorphous in number. You need to be running with an "Agent Rating" that governs all of your unmonitored processes. Having a specific number of Agents who individually work like Hackers is a non-starter.

IC has to be simply the manifestation of unmonitored attack processes. It can't be a specific hacker-equivalent icon. If it was such an icon, then indeed there would be no conceptual reason why there couldn't be arbitrarily large numbers of them. And that's not playable.

-Frank
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Garrowolf
post Feb 4 2007, 04:27 AM
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okay so it seems that people don't like the idea of confining the agent.

Actually I would like to hear why people want to keep them in the first place.

I think that Frank has a good point and we need to keep things like DoS attacks as effect based. But if we start basing our hacking on influence and things that are outside of the effect of the hacker's equipment then we end up with removing them as characters. There is little to no reason to even bother shadowrunning. They could do pure hacking and not get involved in the physical side of things. They can get what ever they want from matrix manipulation. I'm not saying that I disagree with this possibility because then they become pure NPCs.

I think a distributed model for hacking would be a very interesting system. It should be based more on skill level then money at that point I think.

But let me go back to my question: Why keep agents in the first place? As a GM what good do they do? They seem to be more trouble then they are worth.
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Garrowolf
post Feb 4 2007, 04:51 AM
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QUOTE (cetiah)
QUOTE (Garrowolf @ Feb 3 2007, 05:07 AM)
cetiah, are you going to put all this up on a web page at some point? It will make it easier to follow I think. Frankly I tend to skim a bit when I'm looking at too many posts. I would like a format that would be easier to read. Plus you can just point people to it and they don't have to go through back posts trying to findit all.

Just a suggestion

It's up, already. I made a post in this thread specifically covering nothing but rats. I don't know how to reference a particular post in a thread, but it's the 16th post in the thread.

Cetiah's Custom Hacking Rules

Eventually I'll have a PDF. Hopefully by the end of the month, but we'll see. Real life has really been distracting me from my Shadowrun life this week.

um no cetiah. I'm talking about you having all of this up on a web page that is broken down by subject and all that. You know, not on a dumpshock forum thread.

click on my web page below to see what I am talking about.
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ShadowDragon8685
post Feb 4 2007, 07:51 AM
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May I propose a much simpler soloution to the Agent Smith Swarm problem?

As all Agent Smiths are just copies of Agent Smith, what works on one Smith works on all of them. So once an IC or a Security Decker has compromised one Agent Smith, he can simply take a (Whatever is the lowest division of action in a combat pass) and eradicate a Smith.

So, sure, he'll get pummeled while he's still trying to take down a Smith. But once he does, he can simply handwave away large numbers of Smiths. And worse, the whole system will know how to take down the Smiths, so IC can assist him.

So the Smiths start out as "OH MY GOD AGENTS!", but they quickly become ablative meat that can attack.


Of course, by using multiple different Agent programs, even if of the same rating, you can bypass this - Now it's not:

Hacker "Killjoy" + 11x Agent Smith

It becomes:

Hacker "Killjoy" + 3x Agent Smith +3x Agent Jones +3x Agent Johnson +2x Agent Kilroy
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mfb
post Feb 4 2007, 08:42 AM
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that's indescribably unrealistic, and doesn't really solve the problem. if you've got a hundred Smiths, knocking out two of them per pass isn't going to have any appreciable effect. besides, as you note, you can just have a bunch of different agents, and you're back to square one.

and how in the world is that simpler than just adding bonus dice?
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Garrowolf
post Feb 4 2007, 09:21 AM
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I still don't understand why we NEED agents anyway but how about this?

The book says that the firewall can increase by +4 when an alert goes off and it can shut down outside connections. So basically the first combat sets off an alert and makes it harder for the others. THen the second and third tell the system that too much is going on and shuts down the connection. Basically using more then 1 or 2 agents makes it always fail as a hack.
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kzt
post Feb 4 2007, 09:54 AM
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QUOTE (Garrowolf)
Basically using more then 1 or 2 agents makes it always fail as a hack.

Remember the cunning plan in Die Hard to open the vault? If you are physically inside a site, having a horde of agents on the outside convince the security system to shut down all the external links and isolate the site can be very useful. It sure is going to make it hard to get off-site resources to show up when the real fun happens, so the one 3rd string guy on duty at 3am has to deal with you all by himself.

It also means that they just chopped off the remote camera feeds, phone lines, etc. . . So nobody is going to be calling for reinforcements either.
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Garrowolf
post Feb 4 2007, 10:27 AM
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Then why not create a Denial of Service attack program or action and move on? Actually using that many agents requires that many rolls. Have a program that just pings the firewall until it freaks out.

It isn't a question of is a DoS attack useful really but why allow that many agents and all the problems that come with it.
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Blade
post Feb 4 2007, 03:29 PM
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My take on the issue (I have an "open" approach of the Matrix so the mechanics described here may not be linked to any written rules):



1) Attacking
Short version : A secure configuration of a node prevents that kind of problems (just like a secure configuration of a router prevents Dos Attacks nowadays).
Long version : You have two ways to get a lot of agents :
a) Run them on commlinks, and have them linked to your persona : you're limited by the response of your commlink.
b) Run them on other nodes : they need to hack their way to the target node and then they load themselves on the node. A node set properly will have restriction to prevent overload. It can also simply refuse loading agents coming from unauthorised nodes. Of course, it can be possible for the agents to spoof their incoming adress, but if the node sends a confirmation request to the supposed source node, it will be harder... and so on.

If the hacker has got himself an admin access, nothing prevents him from modifying the server rules to load as much agents as he wants... But if the hacker has hacked an admin access, he doesn't really need a horde of agents to attack it...

2) Defending
Several explanations can be used :
2.1) Response degradation : by RAW even big nodes are subjects to response degradation, so you won't run too many agents on it.
2.2) Incompatibility/Interferences : Today, running multiple antivirus software lead to a lot of complications due to interferences between them. It might go the same way for agents. If you have 1 agent, he will easily spot the lone attacker. If you have 100 of them, they will check each other, and it will be easier for the hacker to go unnoticed (and it might generate a lot of load on the node, fill the logs with useless "Agent A scanned Agent B" lines, making it harder to notice interesting events.
2.3) Security reasons : A few agents are enough to do the job properly. Allowing for more is allowing for an "agent horde" attack, so rules restrain the maximum number of simultaneously running agents.

That's all I can think of for now.
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ShadowDragon8685
post Feb 4 2007, 04:25 PM
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My soloution is simple, because it means that Mr. Security Hacker can set up an Anti-Agent Agent, the system's IC can act anti-Agent as well.

So let's say he takes down one of the Agent Smiths. The Black IC in the node gets a copy of the Smith-b-Gone, and then Security Hacker sets up his own Agent, Leroy.

Leroy and the IC handwave away two agents per pass. They'll be through the MAXIMUM agents that the intruding hacker can bring in three rounds, two if the Sec Hacker helps them.
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FrankTrollman
post Feb 4 2007, 07:17 PM
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QUOTE (ShadowDragon8685)
My soloution is simple, because it means that Mr. Security Hacker can set up an Anti-Agent Agent, the system's IC can act anti-Agent as well.

No. Your solution is simple because it reduces to "Rocket Launchers at High Noon". That is, whoever goes first destroys the opposition before they can do anything.

Imagine two characetrs, both have an army of Smiths. Character A wins initiative, and orders his Smiths to destroy Character B's icon.

Now, each Agent has a different Initiative total, but some of them are going to have an initiative that is also in excess of Character B's initiative. So Character B gets attacked like 30 times or some crap before he gets to move. Even if only 10% of them do any damage to his Icon, that still means Character B crashes out of the Matrix and has to reboot.

And hey, the Agens of B haven't been given any orders, so now it's Character A's turn again and he orders his Agents to destroy B's Agents, and they start popping like soap bubbles.

---

Indeed your "solution" is simply "Roll Initiative, if you score higher, you win."

That's not a solution, that's a waste of time. An amazing waste of time since it's basically just a coin flip, but actually takes hundreds of die rolls to resolve.

-Frank
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mfb
post Feb 4 2007, 10:21 PM
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ShadowDragon8685, you have ideas about simplicity that are different from the general consensus held by the rest of the world. cherish your uniqueness.
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kzt
post Feb 4 2007, 10:49 PM
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QUOTE (Blade @ Feb 4 2007, 08:29 AM)

1) Attacking
Short version : A secure configuration of a node prevents that kind of problems (just like a secure configuration of a router prevents Dos Attacks nowadays).

You've never seen a distributed DOS attack. When they can fill multiple 10GB pipes with junk traffic it just doesn't matter how your router is locked down. That's the easiest thing for a bot/agent network to do.

Example of a real motivated agent network DOS attack
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Rotbart van Dain...
post Feb 4 2007, 10:54 PM
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Like I said - look up Bluefrog. ;)

Things might become... interesting... when Okopipi hits the road.
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Blade
post Feb 5 2007, 03:50 AM
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I know that all DoS attacks can't be prevented by router configuration, but the most standard DoS attack can be. And that's what I wanted to illustrate : if there's an easy and dangerous security hole, it will be known and corrected.

If someone discovers a way to have a 50/50 Hardened armor without any penalities, you'll soon have -50AP guns/ammo to deal with that.
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Garrowolf
post Feb 5 2007, 04:38 AM
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which is why I think that we need to keep the system simple. There is always going to be an arms race going on. We can get caught up in a specific system and come up with alot of pros and cons, bonuses and penalties but I think that it moves us in the wrong direction.

Think about the overview of the system and paint it in the broad strokes. Then decide what we need to accomplish that with a minimum of system and rolling.

So far I have yet to hear a reason to keep them in the system at all. They seem to be a can of worms on the hacker side and a way to make infinite perception checks on the server side. One way of resolving seems to provide for inifinite rolling. Another says that the use of them would shut down things. Some people want to use them to bypass the hacker character altogether.

So out of game what is the benefit to having these things? Are people afraid to remove them and are just going to patch them up or are you just going to handle it out of game and say that you can't do certain things and ignore the in game issue?
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kzt
post Feb 5 2007, 05:51 AM
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QUOTE (Garrowolf)
Are people afraid to remove them and are just going to patch them up or are you just going to handle it out of game and say that you can't do certain things and ignore the in game issue?

How about we stop trying to write rules for Tron and start trying other approaches? There is a reason why we keep having these discussions, and it's that the entire conceptual base is broken and unanchored to the reality that people actually live in when you talk about computers.
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FrankTrollman
post Feb 5 2007, 06:13 AM
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QUOTE
So far I have yet to hear a reason to keep them in the system at all. They seem to be a can of worms on the hacker side and a way to make infinite perception checks on the server side.


Well... drones have to go. And that means that they need an independent program that automatically pilots it around. So you literally need to have the ability to have an unmonitored process running Command on each of your drones that are wandering around the city.

That's a requirement. I have yet to see an argument as to why each drone should be able to launch a separate hacking check at things with an unmonitored process firing off a search string or attack routine. That's straight up bullshit.

-Frank
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Garrowolf
post Feb 5 2007, 07:01 AM
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So the same solution works for both. Make it where agents are a function of your OS and not independant. THey can make data searches as commlink agents or they can move the drone around as an object but there is no reason for either of them to be able to move off of those systems or hack. If we make the agent and the pilot just ways to assign actions to your systems that they are normally good at but restrict them otherwise then the whole problem goes away.

An agent becomes more like Andromeda then Agent Smith. It is jsut another way of talking to the ship, commlink, or Drone. You can't send out many copies to do your bidding. They don't need to leave your commlink to do a data search. They browse the matrix just like we browse the internet today. They become a secretary instead.

Actually maybe that would solve the problem as well. If we called them secretaries then people would not try and assume the agent smith logic for them and just have them answer calls and stuff.
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kzt
post Feb 5 2007, 07:50 AM
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QUOTE (Garrowolf)
So the same solution works for both. Make it where agents are a function of your OS and not independant. THey can make data searches as commlink agents or they can move the drone around as an object but there is no reason for either of them to be able to move off of those systems or hack. If we make the agent and the pilot just ways to assign actions to your systems that they are normally good at but restrict them otherwise then the whole problem goes away.

If I understand you correctly, you are putting game mechanics over the game. Semi to fully autonomous vehicles exist right now in the real world. You are saying they can't exist in SR because the rules break if you use them?

To be more clear, how exactly is an automatic truck driving around, as it can't be autonomous, right? Does the guy the the car ahead get to drive it around? And if it gets hit by a jammer on the expressway at 65 MPH, what does it do?
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Blade
post Feb 5 2007, 09:00 AM
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I get your point Garrowolf, but what of the IC ? Do you need a hacker in every node you want to secure a little more ?
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Garrowolf
post Feb 5 2007, 09:08 AM
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Treat IC as a local attack. If you leave the site and they feel the need they can trace you, or they can trace you while they engadge you in combat or whatever. You are already linked to their server. They don't need to send anything to you. Think of IC as a local agent on the server that uses the attack program on you. Don't think of it as something that goes to your commlink to attack you. If you are using much in the way of simsense then that simsense is sending a signal back to your meat body to feel this or that. The server is messing with that simsense signal to effect you.

There is no reason for IC, Agents, or Pilots to be able to leave their systems.
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Garrowolf
post Feb 5 2007, 09:16 AM
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kzt the Pilot program doesn't leave it's system to drive. It is in the cars computer which think of as a specialized commlink. I'm not saying that Drones don't move. I'm saying that the pilot program doesn't leave the drone. The IC desn't leave the server. The Agent doesn't leave the commlink.

There is no reason to have multiple Agents because they can activate as many actions in the system as you. They just are a nice interface and can do somethings that you tell them to automatically. A drone defenately doesn't need several pilots fighting for control. IC can attack as many people as it wants to.

What I'm saying is if these things are just intelligence routines attached to a system then it becomes an attribute for the system to use instead of as a bunch of robots. Treat it like a smart side of the OS. It can only do what the system can do in the first place. It doesn't need to have seperate programs or stats beyond it's rating. It becomes another rating for the computer after system instead of another set of stats to keep up with.

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mfb
post Feb 5 2007, 02:45 PM
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this strikes me as being non-simple. you basically have to rewrite the entire drone/agent system, rather than adding a limitation and a new source of dice. moreover, this solution makes agents basically useless, except as node defense and making searches easier. woo. we're looking for ways to reduce the effect of multiple agents, not castrate them completely.
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