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RULES OF THE GAME
  IN CYBERWAR
        BY
   TALWANT SINGH
   ADDL. DISTT. & SESSIONS JUDGE: DELHI
RULES OF THE GAME IN CYBERWAR

• There is no precise definition of ‘Cyberwar’.
• The Shanghai Cooperation Organization (members
  include China and Russia) defines cyberwar to include
  dissemination of information harmful to the spiritual,
  moral and cultural spheres of other states.
• In contrast, the United States’ approach focuses on
  physical and economic damage and injury, putting
  political concerns under freedom of speech.
• This difference of opinion has led to reluctance among
  Nations to pursue global cyber arms control
  agreements.
RULES OF THE GAME IN CYBERWAR

• A Ukrainian Professor of International Law,
  Alexander Merezhko, has developed a project
  called the International Convention on
  Prohibition of Cyberwar in Internet.
• According to this project, cyberwar is defined as
  the use of internet and related technological
  means by one state against political, economic,
  technological and information sovereignty and
  independence of any other state.
RULES OF THE GAME IN CYBERWAR

• The world needs cyber war "Rules of
  Engagement" to cope with potentially
  devastating cyber weapons.
• In the intermingled world of cyberspace, we
  may need to protect zones that run facilities
  such as hospitals or schools.
• Discriminating between military and civilian
  targets is more difficult in cyberspace, and may
  require protected, marked, domain names.
RULES OF THE GAME IN CYBERWAR

• Ambiguity about what constitutes cyber conflict
  is delaying international policy to deal with it,
  and that perhaps the idea of "peace" or "war" is
  too simple in the internet age when the world
  could find itself in a third, "other than war",
  mode.
• Ensuring security in cyberspace is vital to our
  national security, our well being and our
  prosperity.
• Without it we can't have the economy we aspire
  to have.
RULES OF THE GAME IN CYBERWAR

• Cyber weapons have attributes not previously
  seen with traditional weapons, nor considered
  during the development of the current Laws of
  War.
• Cyber weapons can deliver, in the blink of an
  eye, wild viral behaviors that are easily
  reproduced and transferred, while lacking target
  discrimination.
RULES OF THE GAME IN CYBERWAR

• The nature of cyber space, with its ease of
  anonymity and use of proxies, makes the
  attribution of any attack very difficult. This
  raises the question of proportionality.
• How strongly should a state respond to an
  attack when you do not know who did it, where
  they did it from or what the intention was? In
  conventional military terms these questions are
  easier to answer - not so in the cyber world.
RULES OF THE GAME IN CYBERWAR

• Capabilities which currently exist include turning
  off power grids, disrupting water supplies and
  manufacturing systems.
• Countries should exchange strategies and
  information to build confidence over the long
  term, so one never gets to the point of a cyber
  conflict or even a larger conflict.
• Any such agreement remains a distant prospect
  because nations lack common legal standards
  in cyberspace and information security is
  closely connected with national interests.
RULES OF THE GAME IN CYBERWAR

• The infamous Stuxnet worm was blamed for
  infecting industrial control systems and
  sabotaging centrifuges at controversial Iranian
  nuclear facilities.
• Some have described this malware as the
  world's first cyber-weapon though cyber-
  espionage in many guises has undoubtedly
  been practiced by intelligence agencies across
  the world for many years.
RULES OF THE GAME IN CYBERWAR

• Computer systems underpin the delivery of essential
  services, including utilities and telecoms and well as
  banking and government services.
• Although attacks against various critical systems are
  commonplace they tend to be low level information-
  stealing or denial of service exploits.
• Cyberwar risks are all too real and illustrated by the
  denial of services attacks that blitzed Estonia off the
  web and the Operation Aurora assaults against
  Google and other high-tech firms.
RULES OF THE GAME IN CYBERWAR

• The cyberwar lexicon is especially confusing
  because it remains immature.
• For example, there is no agreed definition of
  what constitutes a cyber attack on a nation or a
  breach of sovereignty.
• Often theft, espionage, reconnaissance or even
  simple hacking is described as a cyber attack.
RULES OF THE GAME IN CYBERWAR

• National and international laws, regulations,
  and enforcement are still struggling to catch up
  to cyber activities worldwide.
• Rules, protocols, and standards are few and
  disconnected, often conflicting with each other.
• In most cases, laws have not kept pace with the
  technical ability of an adversary to move rapidly
  through national, academic, commercial, and
  private internet service providers.
RULES OF THE GAME IN CYBERWAR

• Protection of strategic-crucial infrastructure and
  vital information for national security is of
  utmost importance.
• The rules of cyberwar, once adopted, will help
  to define conditions in which the armed forces
  can go on the offensive against cyber threats
  and decide what specific actions it can take.
• The laws of land warfare and law of armed
  conflict apply to cyberspace.
RULES OF THE GAME IN CYBERWAR

• Nation states, non-nation state actors and
  hacker groups are creating tools that are
  increasingly more persistent & threatening, and
  armed forces have to be ready for that.
• Rules of Cyberwar must determine what
  represents a reasonable & proportional
  response to a cyber attack as the law of armed
  conflict authorizes a reasonable, proportional
  defense against a physical attack from another
  country.
RULES OF THE GAME IN CYBERWAR

• It remains unclear if the response to cyber
  attack includes authority to shut down a
  computer network, even if it’s been taken over
  by a malicious cyber attacker with intention to
  destroy it.
• If it does, also left unanswered so far is who
  would have that authority: the Ministry of IT, the
  CBI, the military, the Cert-In, the internet
  service provider or any other entity.
RULES OF THE GAME IN CYBERWAR

• American “kill switch bill": on June 19, 2010, US
  Senator Joe Lieberman introduced a bill called
  “Protecting Cyberspace as a National Asset Act
  of 2010“, which he co-wrote with senator Susan
  Collins and senator Thomas Carper.
• If signed into law, this controversial bill, which
  the American media dubbed the “kill switch bill”,
  would grant the President emergency powers
  over parts of the internet.
RULES OF THE GAME IN CYBERWAR



            THANKS

     TALWANT SINGH
       ADDL. DISTT. & SESSIONS JUDGE
              NEW DELHI (INDIA)
             talwant@yahoo.com

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RULES OF THE GAME IN CYBERWAR

  • 1. RULES OF THE GAME IN CYBERWAR BY TALWANT SINGH ADDL. DISTT. & SESSIONS JUDGE: DELHI
  • 2. RULES OF THE GAME IN CYBERWAR • There is no precise definition of ‘Cyberwar’. • The Shanghai Cooperation Organization (members include China and Russia) defines cyberwar to include dissemination of information harmful to the spiritual, moral and cultural spheres of other states. • In contrast, the United States’ approach focuses on physical and economic damage and injury, putting political concerns under freedom of speech. • This difference of opinion has led to reluctance among Nations to pursue global cyber arms control agreements.
  • 3. RULES OF THE GAME IN CYBERWAR • A Ukrainian Professor of International Law, Alexander Merezhko, has developed a project called the International Convention on Prohibition of Cyberwar in Internet. • According to this project, cyberwar is defined as the use of internet and related technological means by one state against political, economic, technological and information sovereignty and independence of any other state.
  • 4. RULES OF THE GAME IN CYBERWAR • The world needs cyber war "Rules of Engagement" to cope with potentially devastating cyber weapons. • In the intermingled world of cyberspace, we may need to protect zones that run facilities such as hospitals or schools. • Discriminating between military and civilian targets is more difficult in cyberspace, and may require protected, marked, domain names.
  • 5. RULES OF THE GAME IN CYBERWAR • Ambiguity about what constitutes cyber conflict is delaying international policy to deal with it, and that perhaps the idea of "peace" or "war" is too simple in the internet age when the world could find itself in a third, "other than war", mode. • Ensuring security in cyberspace is vital to our national security, our well being and our prosperity. • Without it we can't have the economy we aspire to have.
  • 6. RULES OF THE GAME IN CYBERWAR • Cyber weapons have attributes not previously seen with traditional weapons, nor considered during the development of the current Laws of War. • Cyber weapons can deliver, in the blink of an eye, wild viral behaviors that are easily reproduced and transferred, while lacking target discrimination.
  • 7. RULES OF THE GAME IN CYBERWAR • The nature of cyber space, with its ease of anonymity and use of proxies, makes the attribution of any attack very difficult. This raises the question of proportionality. • How strongly should a state respond to an attack when you do not know who did it, where they did it from or what the intention was? In conventional military terms these questions are easier to answer - not so in the cyber world.
  • 8. RULES OF THE GAME IN CYBERWAR • Capabilities which currently exist include turning off power grids, disrupting water supplies and manufacturing systems. • Countries should exchange strategies and information to build confidence over the long term, so one never gets to the point of a cyber conflict or even a larger conflict. • Any such agreement remains a distant prospect because nations lack common legal standards in cyberspace and information security is closely connected with national interests.
  • 9. RULES OF THE GAME IN CYBERWAR • The infamous Stuxnet worm was blamed for infecting industrial control systems and sabotaging centrifuges at controversial Iranian nuclear facilities. • Some have described this malware as the world's first cyber-weapon though cyber- espionage in many guises has undoubtedly been practiced by intelligence agencies across the world for many years.
  • 10. RULES OF THE GAME IN CYBERWAR • Computer systems underpin the delivery of essential services, including utilities and telecoms and well as banking and government services. • Although attacks against various critical systems are commonplace they tend to be low level information- stealing or denial of service exploits. • Cyberwar risks are all too real and illustrated by the denial of services attacks that blitzed Estonia off the web and the Operation Aurora assaults against Google and other high-tech firms.
  • 11. RULES OF THE GAME IN CYBERWAR • The cyberwar lexicon is especially confusing because it remains immature. • For example, there is no agreed definition of what constitutes a cyber attack on a nation or a breach of sovereignty. • Often theft, espionage, reconnaissance or even simple hacking is described as a cyber attack.
  • 12. RULES OF THE GAME IN CYBERWAR • National and international laws, regulations, and enforcement are still struggling to catch up to cyber activities worldwide. • Rules, protocols, and standards are few and disconnected, often conflicting with each other. • In most cases, laws have not kept pace with the technical ability of an adversary to move rapidly through national, academic, commercial, and private internet service providers.
  • 13. RULES OF THE GAME IN CYBERWAR • Protection of strategic-crucial infrastructure and vital information for national security is of utmost importance. • The rules of cyberwar, once adopted, will help to define conditions in which the armed forces can go on the offensive against cyber threats and decide what specific actions it can take. • The laws of land warfare and law of armed conflict apply to cyberspace.
  • 14. RULES OF THE GAME IN CYBERWAR • Nation states, non-nation state actors and hacker groups are creating tools that are increasingly more persistent & threatening, and armed forces have to be ready for that. • Rules of Cyberwar must determine what represents a reasonable & proportional response to a cyber attack as the law of armed conflict authorizes a reasonable, proportional defense against a physical attack from another country.
  • 15. RULES OF THE GAME IN CYBERWAR • It remains unclear if the response to cyber attack includes authority to shut down a computer network, even if it’s been taken over by a malicious cyber attacker with intention to destroy it. • If it does, also left unanswered so far is who would have that authority: the Ministry of IT, the CBI, the military, the Cert-In, the internet service provider or any other entity.
  • 16. RULES OF THE GAME IN CYBERWAR • American “kill switch bill": on June 19, 2010, US Senator Joe Lieberman introduced a bill called “Protecting Cyberspace as a National Asset Act of 2010“, which he co-wrote with senator Susan Collins and senator Thomas Carper. • If signed into law, this controversial bill, which the American media dubbed the “kill switch bill”, would grant the President emergency powers over parts of the internet.
  • 17. RULES OF THE GAME IN CYBERWAR THANKS TALWANT SINGH ADDL. DISTT. & SESSIONS JUDGE NEW DELHI (INDIA) talwant@yahoo.com