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Cut-The-Rope: A Game of Stealthy Intrusion

机译:切割绳索:秘密侵入的游戏

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摘要

A major characteristic of Advanced Persistent Threats (APTs) is their stealthiness over a possibly long period, during which the victim system is being penetrated and prepared for the finishing blow. We model an APT as a game played on an attack graph G, and consider the following interaction pattern: the attacker chooses an attack path in G towards its target v_0, and step-by-step works its way towards the goal by repeated penetrations. In each step, it leaves a backdoor for an easy return to learn how to accomplish the next step. We call this return path the "rope". The defender's aim is "cutting" this rope by cleaning the system from (even unknown) backdoors, e.g., by patching systems or changing configurations. While the defender is doing so in fixed intervals governed by working hours/shifts, the attacker is allowed to take any number of moves at any point in time. The game is thus repeated, i.e., in discrete time, only for the defender, while the second player (adversary) moves in continuous time. It also has asymmetric information, since the adversary is stealthy at all times, until the damage causing phase of the APT. The payoff in the game is the attacker's chance to reach this final stage, while the defender's goal is minimizing this likelihood (risk). We illustrate the model by a numerical example and open access implementation in R.
机译:高级持久威胁(APTS)的主要特征是他们在可能长期的秘密性,在此期间,受害者系统正在渗透和准备用于精加工。我们将APT模拟作为在攻击图G上播放的游戏,并考虑以下交互模式:攻击者在其目标v_0中选择G的攻击路径,并通过重复的渗透来逐步朝着目标朝着目标。在每一步中,它会让一个后门稍微返回,了解如何完成下一步。我们称之为返回路径“绳索”。防御者的目标是通过清洁系统从(甚至未知)后门“切割”该绳索,例如,通过修补系统或更改配置。虽然防御者以工作时间/班次管理的固定间隔为单位,但允许攻击者在任何时间点携带任何数量的动作。因此,游戏在离散时间内重复,仅对后卫,而第二播放器(对手)在连续时间内移动。它还具有不对称的信息,因为对手始终是秘密的,直到损伤均衡阶段。游戏中的回报是攻击者达到这一决赛阶段的机会,而后卫的目标是最小化这种可能性(风险)。我们通过数字示例和R的开放访问实现来说明该模型。

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