Mission-based, game-implemented cyber training system and method
Abstract
A mission-based cyber training platform allows both offensive and defensive oriented participants to test their skills in a game-based virtual environment against a live or virtual opponent. The system builds realistic virtual environments to perform the training in an isolated and controlled setting. Dynamic configuration supports unique missions using a combination of real and/or virtual machines, software resources, tools, and network components. Game engine behaves in a manner that will vary if participant attempts to replay a scenario based upon alternate options available to the engine. Scoring and leader boards are used to identify skill gaps/strengths and measure performance for each training participant. A detailed assessment of a player's performance is provided at the end of the mission and is stored in a user profile/training record.
Claims
exact text as granted — not AI-modified1 . (canceled)
2 . A system for providing scenario-based game-style training to a student against a cyber-threat opponent comprising:
a student station comprising a processor, a video display, and a student input device; a system server comprising a system server processor and a system server memory, said system server in communication with said student station over an interface; a database of training scenarios stored in association with said at least one system server; a scenario resource database of scenario resources including virtual tools, virtual network components and network components; a trainer station comprising a processor, a video display and a trainer input device, the trainer station connected to the system server and communicating with the student station; a trainer interface presented at the trainer station, the trainer interface presenting a duplicate of at least a portion of information presented at the student station to provide to a trainer a real-time view of activity of a student on the student station; non-transitory machine-readable code stored in said system memory and executable by said system processor of said system server to: 1) implement a game server which is configured to receive input from said at least one student station or from the trainer station of a selected one of the training scenarios stored in the database of training scenarios; 2) in response to a selected training scenario indicated by said game server, implement the training scenario, the training scenario implemented to include a virtual scenario environment based on the selected training scenario and scenario resources, to provide an in-scenario interface to monitor student progress and changes in the scenario to enable responses of the cyber-threat opponent, the virtual scenario environment comprising one or more virtual elements comprising a virtual network, a virtual system, a virtual device and a virtual tool for use by the game server in implementing said selected training scenario as a game; and 3) implement the cyber-threat opponent to said student, including communicating with said in-scenario interface to receive information regarding the scenario and actions by said student and to generate opponent actions which are displayed on the in-scenario interface by said student station to said student and configured to implement an in-scenario advisor configured to receive messages from the student via the student station and to provide a response to the messages; said game server configured to cause said at least one student station to display information regarding said virtual scenario environment to said student; and said game server configured to generate a student evaluation based upon student actions during said training scenario.
3 . The system of claim 2 , wherein an ability to implement said training scenarios depends upon a competency level of the student.
4 . The system of claim 3 , wherein said competency level is determined by a test administered to said student.
5 . The system of claim 3 , wherein said competency level of said student is stored in a student file and compared against a competency level of said selected training scenario.
6 . The system of claim 2 , wherein the student evaluation includes a game score.
7 . The system of claim 2 , wherein the game score is determined based on a least a successful completion of the plurality of scenario objectives.
8 . The system of claim 2 , wherein the game score comprises an aggregate of a plurality of action scores generated as a result of a plurality of student actions during the training scenario.
9 . The system of claim 2 , wherein the response to the messages comprises hints which are displayed to the student at the student station.
10 . The system of claim 2 , wherein the game server is further configured to capture and log activities during said training scenario.
11 . The system of claim 2 , wherein said one or more virtual elements are variable.
12 . The system of claim 11 , wherein said one or more virtual elements are variable between different instances of the same training scenario in order to vary said training scenario.
13 . The system of claim 2 , wherein information regarding said actions by said student are collected by one or more sensors.
14 . A system for providing scenario-based cyber-threat training to at least one student comprising:
a first student station comprising a processor, a video display and a student input device; a system server comprising a system server processor and a system server memory, said system server in communication with said first student station over an interface; a database of training scenarios stored in association with said at least one system server; a scenario resource database of scenario resources including virtual tools, virtual network components and network components; a trainer station comprising a processor, a video display and a trainer input device, the trainer station connected to the system server and communicating with the first student station; a trainer interface presented at the trainer station, the trainer interface presenting a duplicate of at least a portion of information presented at the first student station to provide to a trainer a real-time view of activity of a first student on the first student station; a scenario editor interface presented at the trainer station configured to allow a scenario editor to edit an existing training scenario selected from the database of training scenarios by:
selectively entering scenario information, the scenario information comprising at least one of training goals, a minimum level of competency required for the student to complete the scenario, a threat or threat actor, a set of scenario targets, and scenario objectives;
developing the scenario environment by selecting one or more of the scenario resources from the scenario resource database when designing a training scenario, or utilizing one or more scenario resources from a selected training scenario when editing a training scenario; and
storing the edited training scenario in the database of training scenarios;
non-transitory machine-readable code stored in said system memory and executable by said system processor of said system server to: 1) implement a game server which is configured to receive input from said first student station or from the trainer station of a selected one of the training scenarios stored in the scenario database; and 2) in response to a selected training scenario indicated by said game server, implement the selected training scenario, the training scenario implemented to include a virtual scenario environment based on the selected training scenario and scenario resources, provide an in-scenario interface to monitor student progress and changes in the scenario to enable responses of the cyber-threat opponent, the virtual scenario environment comprising one or more virtual elements comprising a virtual network, a virtual system, a virtual device and a virtual tool for use by the game server in implementing said selected training scenario as a game; said game server configured to cause said first student station to display information regarding said virtual scenario environment to a student; and said game server configured to generate a student evaluation based upon student actions during said training scenario.
15 . The system of claim 14 , wherein the student evaluation includes a game score.
16 . The system of claim 14 , wherein a student's level of competency associated with a student file is compared to said minimum level of competency for said selected training scenario and said student is prevented from participating in said training scenario when said student's level of competency does not meet said minimum level of competency.
17 . The system of claim 14 , wherein the game score is determined based on at least a successful completion of the plurality of scenario objectives.
18 . The system of claim 14 , wherein the game score comprises an aggregate of a plurality of action scores generated as a result of a plurality of student actions during the training scenario.
19 . The system of claim 14 , wherein training scenarios made available for selection at the student station or the trainer station are dependent upon the minimum level of competency.
20 . The system of claim 14 , further comprising a second student station for use by a second student, wherein said first and second students act as opponents to one another.
21 . The system of claim 14 , wherein said student actions are logged and replaying said training scenario to said student using said logged actions.Cited by (0)
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