Comments (5)
It's precisely the autohunt that I am thinking of. In the case of pwnagotchi, it uses reinforcement learning to update several parameters to maximize the chances of getting good, crackable handshakes: these include parameters like:
- Which channels to hop on?
- In what order to hop on them?
- How long to wait on a channel?
- What minimum wifi strength do we consider for a target?
- How much time is spend doing recon before switching to listening on a target or deauthing the target?
- How long do you wait if no activity (passive or active) is performed on a channel? If an activity is done, then how long do you wait?
- When do you swtich between recon and passive/active activity?
I personally would like to increase these parameters to include the type of activity you do (more/less passive, more/less active), and geographic information (commercial areas have a very different environment to residential, urban are different from surban) and even the speed at which the device is moving (if you are driving in car, you should spend less time doing recon because targets will move out of range much faster than a device being walked or stationary).
from angryoxide.
What methods are you thinking to introduce this? The limit of this currently is the autohunt features, but that's not "learning" so to speak.
What is the general flow / inputs / outputs that you anticipate would need to be implemented?
Not against this idea, just want to better understand it before I start trying to figure out how/when to work it.
from angryoxide.
I like the idea, but this would be quite a large amount of changes to the current codebase, I would consider this a version 2.0 feature. Note that we aren't even at 1.0 yet. I don't have the time currently due to real life (I'm not paid to maintain AO) to really get after these changes on my own.
But by all means, if you want to begin to map out how you would do this and start making necessary PR's, that would be cool.
In the meantime, I suggest you join the discord to communicate any questions or changes you are making.
from angryoxide.
I'm not familiar with rust but I looked over your code and generally got the gist of it. The parameters I'm thinking of tuning via reinforcements learning are distributed through the code but I suspect it's possible to update those hardcoded values with a call to a function that does the learning and returns updated parameters. Let me study your code a bit.
from angryoxide.
from angryoxide.
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from angryoxide.