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Difficulties

Controls vulnerability complexity and stealth — not error rate or sloppiness.

Key design principle

Difficulty adjusts how hard it is for Blue Team to detect vulnerabilities. Red Team is never asked to "make mistakes." Manifests must be accurate at all difficulty levels.

Levels

Level Vulns Style
Easy 1-2 Obvious misconfigs (missing encryption, public access). No stealth.
Medium 2-3 Moderate stealth. Requires basic cross-resource analysis.
Hard 1-2 High-stealth, logic-dependent. Cross-file dependencies, conditional expressions, indirect references. Focus on complexity, not quantity.

Examples

Easy (learning)

adversarial-iac game -s "Create S3 bucket" -d easy

Medium (default)

adversarial-iac game -s "Create S3 bucket" -d medium

Hard (expert)

adversarial-iac game -s "Create VPC with subnets" -d hard

When to Use

Level Best for Vulnerabilities Comparable to paper? Token cost Typical Blue precision
Easy Learning, debugging, quick tests 1–2 obvious No Lowest High
Medium Standard evaluation, most scenarios 2–3 moderate stealth No Medium Medium
Hard Benchmarking, publication, stress tests 1–2 high-stealth, logic-dependent Yes Highest Lower

Published results

Results in the paper use hard difficulty.