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<rfc docName="draft-nygren-tls-client-puzzles-01" category="std">

  <front>
    <title abbrev="Client Puzzles">TLS Client Puzzles Extension</title>

    <author initials="E." surname="Nygren" fullname="Erik Nygren">
      <organization>Akamai Technologies</organization>
      <address>
        <email>erik+ietf@nygren.org</email>
        <uri>http://erik.nygren.org/</uri>
      </address>
    </author>
    <author initials="S." surname="Erb" fullname="Samuel Erb">
      <organization>Akamai Technologies</organization>
      <address>
        <email>serb@akamai.com</email>
      </address>
    </author>
    <author initials="A." surname="Biryukov" fullname="Alex Biryukov">
      <organization>University of Luxembourg</organization>
      <address>
        <email>alex.biryukov@uni.lu</email>
      </address>
    </author>
    <author initials="D." surname="Khovratovich" fullname="Dmitry Khovratovich">
      <organization>University of Luxembourg</organization>
      <address>
        <email>khovratovich@gmail.com</email>
      </address>
    </author>

    <date year="2016" month="June" day="28"/>

    <area>General</area>
    
    <keyword>Internet-Draft</keyword>

    <abstract>


<t>Client puzzles allow a TLS server to defend itself against asymmetric DDoS attacks.
In particular, it allows a server to request clients perform a selected amount
of computation prior to the server performing expensive cryptographic operations.
This allows servers to employ a layered defense that represents an improvement
over pure rate-limiting strategies.</t>

<t>Client puzzles are implemented as an extension to TLS 1.3
<xref target="I-D.ietf-tls-tls13"/> wherein a server can issue a HelloRetryRequest
containing the puzzle as an extension.  The client must then
resend its ClientHello with the puzzle results in the extension.</t>



    </abstract>


  </front>

  <middle>


<section anchor="overview" title="Overview and rationale">

<t>Adversaries can exploit the design of the TLS protocol to craft
powerful asymmetric DDOS attacks.  Once an attacker has opened a TCP
connection, the attacker can transmit effectively static content that
causes the server to perform expensive cryptographic operations. Rate
limiting offers one possible defense against this type of attack;
however, pure rate limiting systems represent an incomplete solution:</t>

<t><list style="numbers">
  <t>Rate limiting systems work best when a small number of bots are
attacking a single server. Rate limiting is much more difficult when
a large number of bots are directing small amounts of traffic to
each member of a large distributed pool of servers.</t>
  <t>Rate limiting systems encounter problems where a mixture of “good”
and “bad” clients are hidden behind a single NAT or Proxy IP
address and thus are all stuck being treated on equal footing.</t>
  <t>Rate limiting schemes often penalize well-behaved good clients
(which try to complete handshakes and may limit their number of
retries) much more heavily than they penalize attacking bad clients
(which may try to disguise themselves as good clients, but which
otherwise are not constrained to behave in any particular way).</t>
</list></t>

<t>Client puzzles are complementary to rate-limiting and give servers
another option than just rejecting some fraction of requests. A server
can provide a puzzle (of varying and server-selected complexity) to a
client as part of a HelloRetryRequest extension. The client must
choose to either abandon the connection or solve the puzzle and resend
its ClientHello with a solution to the puzzle. Puzzles are designed to
have asymmetric complexity such that it is much cheaper for the server to
generate and validate puzzles than it is for clients to solve them.</t>

<t>Client puzzle systems may be inherently “unfair” to clients that run 
with limited resources (such as mobile devices with batteries and slow CPUs).
However, client puzzle schemes will typically only be evoked when a server is under
attack and would otherwise be rejecting some fraction of requests.
The overwhelming majority of transactions will never involve a
client puzzle.  Indeed, if client puzzles are successful in forcing
adversaries to use a new attack vector, the presence of client puzzles
will be completely transparent to end users.</t>

<t>It is likely that not all clients will choose to support this
extension.  During attack scenarios, servers will still have the
option to apply traditional rate limiting schemes (perhaps with
different parameters) to clients not supporting this extension or
using a version of TLS prior to 1.3.</t>

</section>
<section anchor="notational-conventions" title="Notational Conventions">

<t>The key words “MUST”, “MUST NOT”, “REQUIRED”, “SHALL”, “SHALL NOT”, “SHOULD”, “SHOULD NOT”,
“RECOMMENDED”, “MAY”, and “OPTIONAL” in this document are to be interpreted as described in
<xref target="RFC2119"/>.</t>

<t>Messages are formatted with the notation as described within <xref target="I-D.ietf-tls-tls13"/>.</t>

</section>
<section anchor="handshake-changes" title="Handshake Changes">

<t>Client puzzles are implemented as a new ClientPuzzleExtension to TLS
1.3 <xref target="I-D.ietf-tls-tls13"/>.  A client supporting the
ClientPuzzleExtension MUST indicate support by sending a
ClientPuzzleExtension along with their ClientHello containing a list
of puzzle types supported, but with no puzzle response.  When a server
wishes to force the client to solve a puzzle, it MAY send a
HelloRetryRequest with a ClientPuzzleExtension containing a puzzle of
a supported puzzle type and with associated parameters.  To continue
with the handshake, a client MUST resend their ClientHello with a
ClientPuzzleExtension containing a response to the puzzle.
The ClientHello must otherwise be identical to the initial ClientHello,
other than for attributes that are defined by specification to 
not be identical.</t>

<t>Puzzles issued by the server contain a token that the client must
include in their response.  This allows a server to issue puzzles
without retaining state, which is particularly useful when used
in conjunction with DTLS.</t>

<t>If a puzzle would consume too many resources, a client MAY choose to
abort the handshake with the new fatal alert “puzzle_too_hard” and terminate
the connection.</t>

<t>A typical handshake when a puzzle is issued will look like:</t>

<figure><artwork><![CDATA[
   Client                                               Server

   ClientHello              
     + ClientPuzzleExtension
     + ClientKeyShare        -------->
                             <--------       HelloRetryRequest
                                       + ClientPuzzleExtension
   ClientHello
     + ClientPuzzleExtension
     + ClientKeyShare        -------->
                                                   ServerHello
                                                ServerKeyShare
                                        {EncryptedExtensions*}
                                        {ServerConfiguration*}
                                                {Certificate*}
                                         {CertificateRequest*}
                                          {CertificateVerify*}
                             <--------              {Finished}
   {Certificate*}
   {CertificateVerify*}
   {Finished}                -------->
   [Application Data]        <------->     [Application Data]
]]></artwork></figure>

<t>Figure 1.  Message flow for a handshake with a client puzzle</t>

<t>* Indicates optional or situation-dependent messages that are not always sent.</t>

<t>{} Indicates messages protected using keys derived from the ephemeral secret.</t>

<t>[] Indicates messages protected using keys derived from the master secret.</t>

<t>Note in particular that the major cryptographic operations (starting
to use the ephemeral secret and generating the CertificateVerify) are
performed <spanx style="emph">after</spanx> the server has received and validated the
ClientPuzzleExtension response from the client.</t>

<section anchor="the-clientpuzzleextension-message" title="The ClientPuzzleExtension Message">

<t>The ClientPuzzleExtension message contains an indication of supported
puzzle types during the initial ClientHello, a selected puzzle type
and puzzle challenge during HelloRetryRequest, and the puzzle type and
puzzle response in the retried ClientHello:</t>

<figure><artwork><![CDATA[
      struct {
          ClientPuzzleType type<1..255>;
          opaque client_puzzle_challenge_response<0..2^16-1>;
      } ClientPuzzleExtension;

      enum {
         cookie (0),
         sha256_cpu (1),
         sha512_cpu (2),
         birthday_puzzle (3),
         (0xFFFF)
      } ClientPuzzleType;
]]></artwork></figure>

<t><list style="hanging">
  <t hangText='type'>
  During initial ClientHello, a vector of supported client puzzle types.
During the HelloRetryRequest, a vector of exactly one element containing
the proposed puzzle.  During the retried ClientHello, a vector containing
exactly one element with the type of the puzzle being responded to.</t>
  <t hangText='client_puzzle_challenge_response'>
  Data specific to the puzzle type, as defined in Section (#puzzles).
In the initial ClientHello, this MUST be empty (zero-length).
During HelloRetryRequest, this contains the challenge.
During the retried ClientHello, this contains a response to the challenge.
Puzzles containing a token may have it within this field.</t>
</list></t>

</section>
</section>
<section anchor="usage-by-servers" title="Usage by Servers">

<t>Servers MAY send puzzles to clients when under duress, and the 
percentage of clients receiving puzzles and the complexity
of the puzzles both MAY be selected as a function of the degree of duress.</t>

<t>Servers MAY also occasionally send puzzles to clients under normal
operating circumstances to ensure that the extension works properly.</t>

<t>Servers MAY use additional factors, such as client IP reputation
information, to determine when to send a puzzle as well as the
complexity.</t>

</section>
<section anchor="puzzles" title="Proposed Client Puzzles">

<t>Having multiple client puzzle types allows good clients a choice to
implement puzzles that match with their hardware capabilities
(although this also applies to bad clients).  It also allows
“broken” puzzles to be phased out and retired, such as when
cryptographic weaknesses are identified.</t>

<section anchor="cookie-client-puzzle-type" title="Cookie Client Puzzle Type">

<t>The “cookie” ClientPuzzleType is intended to be trivial.
The client_puzzle_challenge_response data field is defined to be
a token that the client must echo back.</t>

<t>During an initial ClientHello, this MUST be empty (zero-length).
During HelloRetryRequest, the server MAY send a cookie challenge of
zero or more bytes as client_puzzle_challenge_response .  During the
retried ClientHello, the client MUST respond by resending the
identical cookie sent in the HelloRetryRequest.</t>

</section>
<section anchor="sha-256-cpu-puzzle-type" title="SHA-256 CPU Puzzle Type">

<t>This puzzle forces the client to calculate a SHA-256 <xref target="RFC5754"/> multiple times.
In particular, the server selects a difficulty and a random salt. The client solves
the puzzle by finding any nonce where a SHA-256 hash across the nonce, the salt and
a label contains difficulty leading zero bits.</t>

<figure><artwork><![CDATA[
      struct {
          opaque token<0..2^16-1>;
          uint16 difficulty;
          uint8 salt<0..2^16-1>;
      } SHA256CPUPuzzleChallenge;

      struct {
          opaque token<0..2^16-1>;
          uint64 challenge_solution;
      } SHA256CPUPuzzleResponse;
]]></artwork></figure>

<t><list style="hanging">
  <t hangText='token'>
  The token allows the server to encapsulate and drop state, and also
acts as a cookie for DTLS.  During an initial ClientHello, this MUST be empty (zero-length).
During HelloRetryRequest, the server MAY send a token challenge of
zero or more bytes.  During the retried ClientHello, the client MUST respond by resending the
identical token sent in the HelloRetryRequest.  Servers MAY included an authenticated
version of difficulty and salt in this token if they wish to be stateless.</t>
  <t hangText='difficulty'>
  filter affecting the time to find solution.</t>
  <t hangText='salt'>
  A server selected variable-length bytestring.</t>
  <t hangText='challenge_solution'>
  The solution response to the puzzle, as solved by the client.</t>
</list></t>

<t>To find the response, the client must find a numeric value of challenge_solution
where:</t>

<t>SHA-256(challenge_solution || salt || label) contains difficulty leading zeros.</t>

<t>where “||” denotes concatenation and where label is the NUL-terminated
value “TLS SHA256CPUPuzzle” (including the NUL terminator).</t>

<t>Clients offering to support this puzzle type SHOULD support
a difficulty value of at least 18.  [[TODO: is this a good
value?  https://en.bitcoin.it/wiki/Non-specialized_hardware_comparison has a comparison of SHA256 on various hardware.]]</t>

</section>
<section anchor="sha-512-cpu-puzzle-type" title="SHA-512 CPU Puzzle Type">

<t>The SHA-512 CPU Puzzle Type is identical to the
“SHA256 CPU Puzzle Type” except that the SHA-512 <xref target="RFC5754"/> hash function
is used instead of SHA-256.  The label used is the value “TLS SHA512CPUPuzzle”.</t>

<t>Clients offering to support this puzzle type SHOULD support difficulty
values of at least 17.  [[TODO: is this a good value?]]</t>

</section>
<section anchor="equihash-memory-hard-generalized-birthday-problem-puzzle-type" title="Equihash: Memory-hard Generalized Birthday Problem Puzzle Type">

<t>Using Equihash, the asymmetric memory-hard generalized birthday problem PoW <xref target="NDSS2016"/>,
this puzzle will force a client to use a significant amount of memory to solve. The
solution to this puzzle can be trivially verified.</t>

<figure><artwork><![CDATA[
      struct {
         opaque token<0..2^16-1>;
         uint16 n;
         uint16 k;
         uint16 difficulty;
         uint8 salt<0..2^16-1>;
     } BirthdayPuzzleChallenge;

     struct {
         opaque token<0..2^16-1>;
         uint8 V<20>;
         uint8 solution<0..2^16-1>;
     } BirthdayPuzzleResponse;
]]></artwork></figure>

<t><list style="hanging">
  <t hangText='token'>
  The token allows the server to encapsulate and drop state, and
also acts as a cookie for DTLS.  During an initial ClientHello,
this MUST be empty (zero-length).  During HelloRetryRequest, the
server MAY send a token challenge of zero or more bytes.  During
the retried ClientHello, the client MUST respond by resending the
identical token sent in the HelloRetryRequest.  Servers MAY
included an authenticated version of n, k, difficulty and salt in
this token if they wish to be stateless.</t>
  <t hangText='salt'>
  A server selected variable-length bytestring.</t>
  <t hangText='n, k'>
  parameters affecting the complexity of Wagner’s algorithm.</t>
  <t hangText='difficulty'>
  secondary filter affecting the time to find solution.</t>
  <t hangText='V'>
  20 byte nonce used in solution.</t>
  <t hangText='solution'>
  list of 2^k (n/(k+1)+1)-bit nonces used in solution, referred to as xi below.</t>
</list></t>

<t>In the further text, the output of blake2b is treated as a 512-bit register with most significant bits coming from the last bytes of blake2b output (i.e. little-endian conversion).</t>

<t>To compute the response, the client must find a V and 2^k solutions such that:</t>

<t>blake2b(salt||V||x1) XOR blake2b(salt||V||x2) XOR … XOR blake2b(I||V||x(2^k)) = 0
blake2b(label||salt||V||x1||x2||…||x(2^k)) has difficulty leading zero bits.</t>

<t>where “||” denotes concatenation and where label is the NUL-terminated
value “TLS BirthdayPuzzle” (including the NUL terminator). Incomplete bytes in nonces xi are padded with zero bits, which occupy the
most significant bits.</t>

<t>The client MUST provide the solution list in an order that allows a server to
verify the solution was created using Wagner’s algorithm:</t>

<t>blake2b(salt||V||x(w<spanx style="emph">2^l+1)) XOR blake2b(salt||V||x(w</spanx>2^l+2)) XOR … XOR blake2b(I||V||x(w*2^l+2^l))
has nl/(k+1) leading zero bits for all w,l.</t>

<t>and two 2^(l-1)(n/(k+1)+1)-bit numbers Z1 and Z2 must satisfy Z1&lt;Z2 where</t>

<t>Z1 = x(w<spanx style="emph">2^l+1)||x(w</spanx>2^l+2)||…||x(w<spanx style="emph">2^l+2^(l-1)) 
Z2 = x(w</spanx>2^l+2^(l-1)+1)||x(w<spanx style="emph">2^l+2)||…||x(w</spanx>2^l+2^l)
 as in(<xref target="NDSS2016"/> section 4A, 5C).
The server MUST verify these intermediate equations.</t>

<t>A solution can be found using Wagner’s algorithm as described in <xref target="NDSS2016"/>. 
The amount of memory required to find a solution  is 2 ^ (n/(k+1)+k) bytes.
A solution  requires (k+1)2^(n/(k+1)+d) calls to the blake2b hash function.</t>

<t>Clients offering to support this puzzle type SHOULD support n, k values such that
2^(n/(k+1)+k) is at least 20MB.</t>

<t>Servers SHOULD look to minimize the value of k as 2^k blake2b hash operations will
be required to verify a solution.</t>

</section>
</section>
<section anchor="iana" title="IANA Considerations">

<t>The IANA will need to assign an extension codepoint value for ClientPuzzleExtension.</t>

<t>The IANA will need to assign an AlertDescription codepoint value for puzzle_too_hard.</t>

<t>The IANA will also need to maintain a registry of client puzzle types.</t>

</section>
<section anchor="security" title="Security Considerations">

<t>A hostile server could cause a client to consume unbounded resources.
Clients MUST bound the amount of resources (cpu/time and memory) they
will spend on a puzzle.</t>

<t>A puzzle type with economic utility could be abused by servers,
resulting in unnecessary resource usage by clients.  In the worst
case, this could open up a new class of attacks where clients might be
directed to malicious servers to get delegated work.  As such, any new
puzzle types SHOULD NOT be ones with utility for other purposes (such
as mining cryptocurrency or cracking password hashes).  Including
fixed labels in new puzzle definitions may help mitigate this risk.</t>

<t>Depeding on the structure of the puzzles, it is possible that an
attacker could send innocent clients to a hostile server and then use
those clients to solve puzzles presented by another target server that
the attacker wishes to attack.  There may be ways to defend against
this by including IP information in the puzzles (not currently proposed
in this draft), although that introduces additional issues.</t>

<t>All extensions add complexity, which could expose additional attack
surfaces on the client or the server.  Using cryptographic primitives
and patterns already in-use in TLS can help reduce (but certainly not
eliminate) this complexity.</t>

<t>An attacker that can force a server into client puzzle mode could
result in a denial of service to clients not supporting puzzles or not
having the resources to complete the puzzles.  This is not necessarily
worse than if the server was overloaded and forced to deny service to
all clients or to a random selection of clients.  By using client
puzzles, clients willing to rate-limit themselves to the rate at which
they can solve puzzles should still be able to obtain service
while the server is able to stay available for these clients.</t>

<t>It is inevitable that attackers will build hardware optimized to solve
particular puzzles.  Using common cryptographic primitives (such as
SHA-256) also means that commonly deployed clients may have hardware
assistance, although this also benefits legitimate clients.</t>

</section>
<section anchor="privacy" title="Privacy Considerations">

<t>Measuring the response time of clients to puzzles gives an indication
of the relative capabilities of clients.  This could be used as an
input for client fingerprinting.</t>

<t>Client’s support for this extension, as well as which puzzles they
support, could also be used as an input for client fingerprinting.</t>

</section>
<section anchor="acknowledgments" title="Acknowledgments">

<t>Some of this was inspired by work done by Kyle Rose in 2001, as well
as a 2001 paper by Drew Dean (Xerox PARC) and Adam Stubblefield (Rice)
<xref target="SEC2001.DEAN"/>.  Discussions with Eric Rescorla, Yoav Nir, Richard
Willey, Rich Salz, Kyle Rose, Brian Sniffen, and others on
the TLS working group have heavily influenced this proposal and
contributed to its content.  An alternate approach was proposed in
<xref target="I-D.nir-tls-puzzles"/>.  Some similar mechanisms for protecting IKE
are discused in <xref target="I-D.ietf-ipsecme-ddos-protection"/>.</t>

</section>


  </middle>

  <back>

    <references title='Normative References'>





<reference  anchor='RFC2119' target='http://www.rfc-editor.org/info/rfc2119'>
<front>
<title>Key words for use in RFCs to Indicate Requirement Levels</title>
<author initials='S.' surname='Bradner' fullname='S. Bradner'><organization /></author>
<date year='1997' month='March' />
<abstract><t>In many standards track documents several words are used to signify the requirements in the specification.  These words are often capitalized. This document defines these words as they should be interpreted in IETF documents.  This document specifies an Internet Best Current Practices for the Internet Community, and requests discussion and suggestions for improvements.</t></abstract>
</front>
<seriesInfo name='BCP' value='14'/>
<seriesInfo name='RFC' value='2119'/>
<seriesInfo name='DOI' value='10.17487/RFC2119'/>
</reference>



<reference  anchor='RFC5754' target='http://www.rfc-editor.org/info/rfc5754'>
<front>
<title>Using SHA2 Algorithms with Cryptographic Message Syntax</title>
<author initials='S.' surname='Turner' fullname='S. Turner'><organization /></author>
<date year='2010' month='January' />
<abstract><t>This document describes the conventions for using the Secure Hash Algorithm (SHA) message digest algorithms (SHA-224, SHA-256, SHA-384, SHA-512) with the Cryptographic Message Syntax (CMS).  It also describes the conventions for using these algorithms with the CMS and the Digital Signature Algorithm (DSA), Rivest Shamir Adleman (RSA), and Elliptic Curve DSA (ECDSA) signature algorithms.  Further, it provides SMIMECapabilities attribute values for each algorithm.   [STANDARDS-TRACK]</t></abstract>
</front>
<seriesInfo name='RFC' value='5754'/>
<seriesInfo name='DOI' value='10.17487/RFC5754'/>
</reference>



<reference anchor='I-D.ietf-tls-tls13'>
<front>
<title>The Transport Layer Security (TLS) Protocol Version 1.3</title>

<author initials='E' surname='Rescorla' fullname='Eric Rescorla'>
    <organization />
</author>

<date month='May' day='22' year='2016' />

<abstract><t>This document specifies Version 1.3 of the Transport Layer Security (TLS) protocol.  The TLS protocol allows client/server applications to communicate over the Internet in a way that is designed to prevent eavesdropping, tampering, and message forgery.</t></abstract>

</front>

<seriesInfo name='Internet-Draft' value='draft-ietf-tls-tls13-13' />
<format type='TXT'
        target='http://www.ietf.org/internet-drafts/draft-ietf-tls-tls13-13.txt' />
</reference>




    </references>

    <references title='Informative References'>

<reference anchor="SEC2001.DEAN" target="https://www.usenix.org/legacy/events/sec2001/full_papers/dean/dean.pdf">
  <front>
    <title>Using Client Puzzles to Protect TLS</title>
    <author initials="D." surname="Dean" fullname="Drew Dean">
      <organization>Xerox PARC</organization>
    </author>
    <author initials="A." surname="Stubblefield" fullname="Adam Stubblefield">
      <organization>Rice University</organization>
    </author>
    <date year="2001" month="August" day="11"/>
  </front>
  <seriesInfo name="Proceedings of the 10th USENIX Security Symposium" value=""/>
</reference>
<reference anchor="NDSS2016" target="https://www.internetsociety.org/sites/default/files/blogs-media/equihash-asymmetric-proof-of-work-based-generalized-birthday-problem.pdf">
  <front>
    <title>Equihash: Asymmetric proof-of-work based on the Generalized Birthday problem</title>
    <author initials="A." surname="Biryukov" fullname="Alex Biryukov">
      <organization>University of Luxembourg</organization>
    </author>
    <author initials="D." surname="Khovratovich" fullname="Dmitry Khovratovich">
      <organization>University of Luxembourg</organization>
    </author>
    <date year="2016" month="February" day="25"/>
  </front>
</reference>




<reference anchor='I-D.nir-tls-puzzles'>
<front>
<title>Using Client Puzzles to Protect TLS Servers From Denial of Service Attacks</title>

<author initials='Y' surname='Nir' fullname='Yoav Nir'>
    <organization />
</author>

<date month='April' day='30' year='2014' />

<abstract><t>This document proposes a mechanism for mitigating denial of service (DoS) and distributed denial of service (DDoS) attacks on TLS servers.  Attackers are limited in their ability to cause resource waste on the server by requiring proof of work by the client before these CPU resources are expended.</t></abstract>

</front>

<seriesInfo name='Internet-Draft' value='draft-nir-tls-puzzles-00' />
<format type='TXT'
        target='http://www.ietf.org/internet-drafts/draft-nir-tls-puzzles-00.txt' />
</reference>



<reference anchor='I-D.josefsson-scrypt-kdf'>
<front>
<title>The scrypt Password-Based Key Derivation Function</title>

<author initials='C' surname='Percival' fullname='Colin Percival'>
    <organization />
</author>

<author initials='S' surname='Josefsson' fullname='Simon Josefsson'>
    <organization />
</author>

<date month='May' day='18' year='2016' />

<abstract><t>This document specifies the password-based key derivation function scrypt.  The function derives one or more secret keys from a secret string.  It is based on memory-hard functions which offer added protection against attacks using custom hardware.  The document also provides an ASN.1 schema.</t></abstract>

</front>

<seriesInfo name='Internet-Draft' value='draft-josefsson-scrypt-kdf-05' />
<format type='TXT'
        target='http://www.ietf.org/internet-drafts/draft-josefsson-scrypt-kdf-05.txt' />
</reference>



<reference anchor='I-D.ietf-ipsecme-ddos-protection'>
<front>
<title>Protecting Internet Key Exchange Protocol version 2 (IKEv2) Implementations from Distributed Denial of Service Attacks</title>

<author initials='Y' surname='Nir' fullname='Yoav Nir'>
    <organization />
</author>

<author initials='V' surname='Smyslov' fullname='Valery Smyslov'>
    <organization />
</author>

<date month='April' day='15' year='2016' />

<abstract><t>This document recommends implementation and configuration best practices for Internet Key Exchange Protocol version 2 (IKEv2) Responders, to allow them to resist Denial of Service and Distributed Denial of Service attacks.  Additionally, the document introduces a new mechanism called "Client Puzzles" that help accomplish this task.</t></abstract>

</front>

<seriesInfo name='Internet-Draft' value='draft-ietf-ipsecme-ddos-protection-06' />
<format type='TXT'
        target='http://www.ietf.org/internet-drafts/draft-ietf-ipsecme-ddos-protection-06.txt' />
</reference>




    </references>



  </back>
</rfc>

