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TLS Client Puzzles Extension
draft-venhoek-tls-client-puzzles-00

Document Type Active Internet-Draft (individual)
Authors David Venhoek , - , Marc Schoolderman , Erik Nygren , Samuel Erb , Alex Biryukov , Dmitry Khovratovich , Ari Juels
Last updated 2024-11-04 (Latest revision 2024-11-03)
Replaces draft-nygren-tls-client-puzzles
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draft-venhoek-tls-client-puzzles-00
Transport Layer Security                                      D. Venhoek
Internet-Draft                                          Tweede Golf B.V.
Intended status: Standards Track                              W. Bokslag
Expires: 7 May 2025                                        Midnight Blue
                                                         M. Schoolderman
                                                        Tweede Golf B.V.
                                                               E. Nygren
                                                                  S. Erb
                                                     Akamai Technologies
                                                             A. Biryukov
                                                         D. Khovratovich
                                                University of Luxembourg
                                                                A. Juels
                                     Cornell Tech and Cornell University
                                                         3 November 2024

                      TLS Client Puzzles Extension
                  draft-venhoek-tls-client-puzzles-00

Abstract

   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.

   Client puzzles are implemented as an extension to TLS 1.3 [RFC8446]
   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.

Status of This Memo

   This Internet-Draft is submitted in full conformance with the
   provisions of BCP 78 and BCP 79.

   Internet-Drafts are working documents of the Internet Engineering
   Task Force (IETF).  Note that other groups may also distribute
   working documents as Internet-Drafts.  The list of current Internet-
   Drafts is at https://datatracker.ietf.org/drafts/current/.

   Internet-Drafts are draft documents valid for a maximum of six months
   and may be updated, replaced, or obsoleted by other documents at any
   time.  It is inappropriate to use Internet-Drafts as reference
   material or to cite them other than as "work in progress."

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   This Internet-Draft will expire on 7 May 2025.

Copyright Notice

   Copyright (c) 2024 IETF Trust and the persons identified as the
   document authors.  All rights reserved.

   This document is subject to BCP 78 and the IETF Trust's Legal
   Provisions Relating to IETF Documents (https://trustee.ietf.org/
   license-info) in effect on the date of publication of this document.
   Please review these documents carefully, as they describe your rights
   and restrictions with respect to this document.  Code Components
   extracted from this document must include Revised BSD License text as
   described in Section 4.e of the Trust Legal Provisions and are
   provided without warranty as described in the Revised BSD License.

Table of Contents

   1.  Overview and rationale  . . . . . . . . . . . . . . . . . . .   3
   2.  Notational Conventions  . . . . . . . . . . . . . . . . . . .   4
   3.  Handshake Changes . . . . . . . . . . . . . . . . . . . . . .   4
     3.1.  The ClientPuzzleExtension Message . . . . . . . . . . . .   5
   4.  Usage by Servers  . . . . . . . . . . . . . . . . . . . . . .   7
   5.  GREASE  . . . . . . . . . . . . . . . . . . . . . . . . . . .   7
     5.1.  Client Behavior . . . . . . . . . . . . . . . . . . . . .   8
     5.2.  Server Behavior . . . . . . . . . . . . . . . . . . . . .   9
   6.  Proposed Client Puzzles . . . . . . . . . . . . . . . . . . .   9
     6.1.  Echo Client Puzzle Type . . . . . . . . . . . . . . . . .   9
     6.2.  SHA-256 CPU Puzzle Type . . . . . . . . . . . . . . . . .   9
     6.3.  SHA-512 CPU Puzzle Type . . . . . . . . . . . . . . . . .  10
     6.4.  Equihash: Memory-hard Generalized Birthday Problem Puzzle
           Type  . . . . . . . . . . . . . . . . . . . . . . . . . .  10
   7.  IANA Considerations . . . . . . . . . . . . . . . . . . . . .  12
   8.  Security Considerations . . . . . . . . . . . . . . . . . . .  12
   9.  Privacy Considerations  . . . . . . . . . . . . . . . . . . .  13
   10. Acknowledgments . . . . . . . . . . . . . . . . . . . . . . .  13
   11. References  . . . . . . . . . . . . . . . . . . . . . . . . .  14
     11.1.  Normative References . . . . . . . . . . . . . . . . . .  14
     11.2.  Informative References . . . . . . . . . . . . . . . . .  14
   Authors' Addresses  . . . . . . . . . . . . . . . . . . . . . . .  15

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1.  Overview and rationale

   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:

   1.  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.

   2.  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.

   3.  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).

   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.

   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.

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   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.

2.  Notational Conventions

   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 [RFC2119].

   Messages are formatted with the notation as described within
   [RFC8446].

3.  Handshake Changes

   Client puzzles are implemented as a new ClientPuzzleExtension to TLS
   1.3 [RFC8446].  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.

   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.

   A typical handshake when a puzzle is issued will look like:

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      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]

   Figure 1.  Message flow for a handshake with a client puzzle

   * Indicates optional or situation-dependent messages that are not
   always sent.

   {} Indicates messages protected using keys derived from the ephemeral
   secret.

   [] Indicates messages protected using keys derived from the master
   secret.

   Note in particular that the major cryptographic operations (starting
   to use the ephemeral secret and generating the CertificateVerify) are
   performed _after_ the server has received and validated the
   ClientPuzzleExtension response from the client.

3.1.  The ClientPuzzleExtension Message

   The ClientPuzzleExtension message contains the communication
   necessary for the client puzzle mechanims to work.  It is used for
   three purposes:

   *  In a ClientHello to indicate which puzzles are supported.

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   *  In a HelloRetryRequest to provide the client with a specific
      puzzle to solve.

   *  In a retried ClientHello to provide the server with the solution
      to the puzzle.

         struct {
             ClientPuzzleType type<2..254>;
             opaque client_puzzle_challenge_response<0..2^16-1>;
         } ClientPuzzleExtension;

         enum {
            echo (0),
            sha256_cpu (1),
            sha512_cpu (2),
            birthday_puzzle (3),
            (0xFFFF)
         } ClientPuzzleType;

   The interpretation of the fields of the ClientPuzzleExtension depends
   on the purpose for which the extension field is sent.  In a
   ClientHello, they should follow:

   type:  When the extension is used to convey supported puzzles, this
      MUST contain a list of all puzzle types supported by the
      implementation.  When used to transport the solution to a puzzle,
      this field MUST contain a single puzzle type, and MUST contain the
      type of the puzzle for which a solution is in the
      "client_puzzle_challenge_response" field.

   client_puzzle_challenge_response  When the extension is used to
      convey supported puzzles, this MUST be empty.  When used to
      transport a puzzle solution, it MUST contain a solution to the
      puzzle type indicated in the "type" field.

   If the server provides a HelloRetryRequest, they should follow:

   type:  The type field MUST contain the type of the puzzle provided to
      the client.  In HelloRetryRequest messages, it MUST always contain
      a single puzzle type.

   client_puzzle_challenge_response  This field MUST contain a puzzle of
      the type indicated by the "type" field.

   Note that a server MAY choose not to provide a puzzle in a
   HelloRetryRequest, even if it supports the client puzzle extension.

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   Clients supporting the ClientPuzzleExtension MUST send a
   ClientPuzzleExtension listing all supported puzzles in their initial
   ClientHello message.  Unless provided with a puzzle, they MUST also
   repeat this extension in any retried ClientHello.

   A supporting server MAY send a client indicating support for the
   ClientPuzzleExtension a puzzle of a type the client indicated support
   for.  A server MUST ignore puzzle types send by the client for which
   it has no support.  A server MUST NOT send a puzzle for a type not
   supported by the client according to its initial ClientHello.  A
   server MAY abort a connection with clients not supporting the
   ClientPuzzleExtension or if there is no overlap between the puzzle
   types acceptable to the server and those supported by the client.
   The server MAY send a "handshake_failure" alert in such cases.

   A client receiving a puzzle from the server MAY abort the connection
   if the puzzle difficulty is perceived to be too high.  A client MAY
   send a "handshake_failure" alert in such cases.  If a client sends a
   retried ClientHello after receiving a client puzzle from the server,
   it MUST provide a ClientPuzzleExtension containing a solution to that
   puzzle.  A server receiving a retried ClientHello without a valid
   solution after providing a puzzle MUST abort the connection,
   optionally sending a "missing_extension" alert.

   A client that receives a puzzle of a type it does not support MUST
   abort the connection.  It MAY send an "illegal_parameter" alert in
   such cases.  A server that receives a puzzle solution of a type it
   never gave a challenge for MUST abort the connection.  It MAY send an
   "illegal_parameter" alert in such cases.

4.  Usage by Servers

   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.

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

5.  GREASE

   To exercise both the solvers in clients, as well as the mechanisms
   for adding new puzzle types, we add a greasing mechanism similar to
   that proposed in [RFC8701].

   The following puzzle types are reserved as GREASE values for the
   puzzle type field:

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      0x0A0A

      0x1A1A

      0x2A2A

      0x3A3A

      0x4A4A

      0x5A5A

      0x6A6A

      0x7A7A

      0x8A8A

      0x9A9A

      0xAAAA

      0xBABA

      0xCACA

      0xDADA

      0xEAEA

      0xFAFA

5.1.  Client Behavior

   When indicating support for client puzzles, a client MAY behave as
   follows:

   *  A client MAY select one or more of the GREASE puzzle types and
      advertise them in the ClientPuzzleExtension as supported.

   A client MUST abort the connection if it receives a GREASE type
   challenge.  It MAY send an "illegal_parameter" alert in such cases.
   Note that this can be implemented without special processing, as this
   matches the normal behavior for unsupported puzzle types.

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5.2.  Server Behavior

   When responding to a ClientHello, a server MAY behave as follows:

   *  A server MAY choose to request the client to solve a puzzle even
      when not under duress.  A server SHOULD choose low difficulty for
      such puzzles so as to not unnecessarily burden clients.

   A server MUST NOT send puzzles for a GREASE puzzle type.  A server
   MUST treat received GREASE puzzle types as unsupported, and ignore
   them.  Note that this can be implemented without special processing
   on the server, as this matches the normal behavior for unsupported
   puzzle types.

6.  Proposed Client Puzzles

   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.

6.1.  Echo Client Puzzle Type

   The echo 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.

   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.

6.2.  SHA-256 CPU Puzzle Type

   This puzzle forces the client to calculate a SHA-256 [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.

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         struct {
             uint16 difficulty;
             uint8 salt<0..2^16-1>;
         } SHA256CPUPuzzleChallenge;

         struct {
             uint64 challenge_solution;
         } SHA256CPUPuzzleResponse;

   difficulty  filter affecting the time to find solution.

   salt  A server selected variable-length bytestring.

   challenge_solution  The solution response to the puzzle, as solved by
      the client.

   To find the response, the client must find a numeric value of
   challenge_solution where:

   SHA-256(challenge_solution || salt || label) contains difficulty
   leading zeros.

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

   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.]]

6.3.  SHA-512 CPU Puzzle Type

   The SHA-512 CPU Puzzle Type is identical to the “SHA256 CPU Puzzle
   Type” except that the SHA-512 [RFC5754] hash function is used instead
   of SHA-256.  The label used is the value “TLS SHA512CPUPuzzle”.

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

6.4.  Equihash: Memory-hard Generalized Birthday Problem Puzzle Type

   Using Equihash, the asymmetric memory-hard generalized birthday
   problem PoW [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.

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         struct {
            uint16 n;
            uint16 k;
            uint16 difficulty;
            uint8 salt<0..2^16-1>;
        } BirthdayPuzzleChallenge;

        struct {
            uint8 V<20>;
            uint8 solution<0..2^16-1>;
        } BirthdayPuzzleResponse;

   salt  A server selected variable-length bytestring.

   n, k  parameters affecting the complexity of Wagner’s algorithm.

   difficulty  secondary filter affecting the time to find solution.

   V  20 byte nonce used in solution.

   solution  list of 2^k (n/(k+1)+1)-bit nonces used in solution,
      referred to as xi below.

   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).

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

   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.

   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.

   The client MUST provide the solution list in an order that allows a
   server to verify the solution was created using Wagner’s algorithm:

   blake2b(salt||V||x(w_2^l+1)) XOR blake2b(salt||V||x(w_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.

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

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   Z1 = x(w_2^l+1)||x(w_2^l+2)||…||x(w_2^l+2^(l-1)) Z2 =
   x(w_2^l+2^(l-1)+1)||x(w_2^l+2)||…||x(w_2^l+2^l) as in([NDSS2016]
   section 4A, 5C).  The server MUST verify these intermediate
   equations.

   A solution can be found using Wagner’s algorithm as described in
   [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.

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

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

7.  IANA Considerations

   The IANA will need to assign an extension codepoint value for
   ClientPuzzleExtension.

   The IANA will need to assign an AlertDescription codepoint value for
   puzzle_too_hard.

   The IANA will also need to maintain a registry of client puzzle
   types.

8.  Security Considerations

   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.

   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.

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   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.

   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.

   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.

   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.

9.  Privacy Considerations

   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.

   Client’s support for this extension, as well as which puzzles they
   support, could also be used as an input for client fingerprinting.

10.  Acknowledgments

   The story of client puzzles dates back to Dwork and Naor [DN92] and
   Juels and Brainard [JB99].  This draft was in large part based on the
   2016 draft by Nygren et. al.  [I-D.nygren-tls-client-puzzles], which
   in turn was partially inspired by work done by Kyle Rose in 2001, as
   well as a 2001 paper by Drew Dean (Xerox PARC) and Adam Stubblefield
   (Rice) [SEC2001.DEAN], as well as being shaped by discussions with
   Eric Rescorla, Yoav Nir, Richard Willey, Rich Salz, Kyle Rose, Brian
   Sniffen, and others on the TLS working group.  An alternate approach
   was proposed in [I-D.nir-tls-puzzles].  Some similar mechanisms for
   protecting IKE are discused in [RFC8019].

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11.  References

11.1.  Normative References

   [RFC2119]  Bradner, S., "Key words for use in RFCs to Indicate
              Requirement Levels", BCP 14, RFC 2119,
              DOI 10.17487/RFC2119, March 1997,
              <https://www.rfc-editor.org/info/rfc2119>.

   [RFC5754]  Turner, S., "Using SHA2 Algorithms with Cryptographic
              Message Syntax", RFC 5754, DOI 10.17487/RFC5754, January
              2010, <https://www.rfc-editor.org/info/rfc5754>.

   [RFC8446]  Rescorla, E., "The Transport Layer Security (TLS) Protocol
              Version 1.3", RFC 8446, DOI 10.17487/RFC8446, August 2018,
              <https://www.rfc-editor.org/info/rfc8446>.

11.2.  Informative References

   [DN92]     Dwork, C. and M. Naor, "Pricing via Processing or
              Combatting Junk Mail", Proceedings of Crypto'92 , 1992,
              <http://www.wisdom.weizmann.ac.il/~naor/PAPERS/
              pvp_abs.html>.

   [I-D.nir-tls-puzzles]
              Nir, Y., "Using Client Puzzles to Protect TLS Servers From
              Denial of Service Attacks", Work in Progress, Internet-
              Draft, draft-nir-tls-puzzles-00, 30 April 2014,
              <https://datatracker.ietf.org/doc/html/draft-nir-tls-
              puzzles-00>.

   [I-D.nygren-tls-client-puzzles]
              Nygren, E., Erb, S., Biryukov, A., Khovratovich, D., and
              A. Juels, "TLS Client Puzzles Extension", Work in
              Progress, Internet-Draft, draft-nygren-tls-client-puzzles-
              02, 25 December 2016,
              <https://datatracker.ietf.org/doc/html/draft-nygren-tls-
              client-puzzles-02>.

   [JB99]     Juels, A. and J. Brainard, "Client Puzzles: A
              Cryptographic Defense Against Connection Depletion
              Attacks", Proceedings of NDSS'99 , 1999,
              <http://www.wisdom.weizmann.ac.il/~naor/PAPERS/
              pvp_abs.html>.

   [NDSS2016] Biryukov, A. and D. Khovratovich, "Equihash: Asymmetric
              proof-of-work based on the Generalized Birthday problem",
              25 February 2016,

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              <https://www.internetsociety.org/sites/default/files/
              blogs-media/equihash-asymmetric-proof-of-work-based-
              generalized-birthday-problem.pdf>.

   [RFC8019]  Nir, Y. and V. Smyslov, "Protecting Internet Key Exchange
              Protocol Version 2 (IKEv2) Implementations from
              Distributed Denial-of-Service Attacks", RFC 8019,
              DOI 10.17487/RFC8019, November 2016,
              <https://www.rfc-editor.org/info/rfc8019>.

   [RFC8701]  Benjamin, D., "Applying Generate Random Extensions And
              Sustain Extensibility (GREASE) to TLS Extensibility",
              RFC 8701, DOI 10.17487/RFC8701, January 2020,
              <https://www.rfc-editor.org/info/rfc8701>.

   [SEC2001.DEAN]
              Dean, D. and A. Stubblefield, "Using Client Puzzles to
              Protect TLS", Proceedings of the 10th USENIX Security
              Symposium , 11 August 2001,
              <https://www.usenix.org/legacy/events/sec2001/full_papers/
              dean/dean.pdf>.

Authors' Addresses

   David Venhoek
   Tweede Golf B.V.
   Email: david@venhoek.nl

   Wouter Bokslag
   Midnight Blue
   Email: w.bokslag@midnightblue.nl

   Marc Schoolderman
   Tweede Golf B.V.
   Email: marc@tweedegolf.com

   Erik Nygren
   Akamai Technologies
   Email: erik+ietf@nygren.org
   URI:   http://erik.nygren.org/

   Samuel Erb
   Akamai Technologies
   Email: serb@akamai.com

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   Alex Biryukov
   University of Luxembourg
   Email: alex.biryukov@uni.lu

   Dmitry Khovratovich
   University of Luxembourg
   Email: khovratovich@gmail.com

   Ari Juels
   Cornell Tech and Cornell University
   Email: juels@cornell.edu

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