Shall We Play a Coordination Game?

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Shall We Play a Coordination Game? | Sensemaking by Shortridge

Shall We Play a Coordination Game?

“The seasons change; and both of us lose our harvests for want of mutual confidence and security.” – David Hume, A Treatise on Human Nature

As I expounded before, security should be treated as a product – as “something created through a process that provides benefits” to the organization. Every product has a purpose, something it is trying to help its users accomplish. If security is a product, what is its purpose? What is it trying to help its users – the organization – accomplish? Without this purpose, security can become aimless – falling into the wretched trap of “security for its own sake.”

If we treat security instead as a business enabler, what results? In many tech organizations, the most critical business enabler is software delivery performance. Therefore, security should cooperate with relevant stakeholders who focus on software delivery performance, especially the engineering organization (colloquially known as the DevOps function).

As is well-discussed in the industry, the relationship between security and DevOps is typically described as fraught, icy, or adversarial – a far cry from cooperative, let alone collaborative. There are cultural reasons for this, but I will not be covering them in this post. Instead, I am going to draw on behavioral economics, looking both to cooperation games within game theory and the concept of moral hazard as a lens through which we can better understand the security and DevOps relationship.

So, shall we play a coordination game? Let’s dive in.

Barriers to Cooperation

Cooperation Games

Most relationships in life can be considered through the concept of “games,” behavioral relationships between decision-makers involving certain rules or conditions. It is worth exploring the different potential attributes of games as a backdrop for how to think about the game infosec plays with its DevOps peers.

Games can involve cooperation or non-cooperation. Non-cooperative games involve competition between the game’s players, without any sort of external authority to enforce cooperation between the players – resulting in no chance for alliance. The game between attackers and defenders can be considered a non-cooperative game. Cooperative games, unsurprisingly, involve cooperation rather than competition. Players can form coalitions to coordinate their strategies and share potential payoffs1. One of the more famous cooperation games is the Prisoner’s Dilemma, a non-zero-sum cooperation game in which two prisoners must make the decision to confess or stay silent.

What is a non-zero-sum game? In zero sum games, the total payoffs for all players in the game add up to zero. That is, one player’s gain will equal the other player’s loss exactly. Few real-world scenarios involve zero-sum games, but the game poker is an example of one. Non-zero-sum games are thus games in which the total payoffs for all players do not add up to zero – that the gain by one player does not result in an equivalent loss by the other player. Free-trade is an example of a non-zero-sum game in which all players can benefit in a win-win scenario. The aforementioned Prisoner’s Dilemma is non-zero-sum, as it can result in a win-win or lose-lose scenario.

Information is an essential component of every game, as information is at the heart of strategic interaction – particularly information regarding other player’s decision-making in the game. In perfect information games, all players know all decisions previously made by the other players. As you might suspect, real-life rarely allows such omniscience, outside of games like tic-tac-toe or chess. Imperfect information is common to our existence, wherein players cannot see all prior decision-making by the other players within the game.

Complete and incomplete information is another informational characteristic of games. In a game with complete information, players understand the potential payoffs, risk tolerances, strategies, and player “types” among other players. Again, complete information is largely unrealistic in the real-world. Instead, games with incomplete information are most common in human interaction, wherein players cannot discern other players’ preferences, motivations, and other strategic information.

Although it may scandalize true game theorists, for perspicuity’s sake, I will summarize these information-based characteristics into the concept of information asymmetry – that players possess relevant information to which the other players do not have access. Typically, information asymmetry is analyzed through the lens of transactions, though I argue it all comes back to decision-making between relevant players.

I believe one can view DevOps and infosec’s relationship as a coordination game with information asymmetry. I do not believe it is a non-cooperation game, as there is ample room for infosec and DevOps to form a...

game players games information cooperation security

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