Understanding the prevalence and use of alternative plans in malware with network games

Yacin Nadji, M. Antonakakis, R. Perdisci, Wenke Lee
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引用次数: 18

Abstract

In this paper we describe and evaluate a technique to improve the amount of information gained from dynamic malware analysis systems. By playing network games during analysis, we explore the behavior of malware when it believes its network resources are malfunctioning. This forces the malware to reveal its alternative plan to the analysis system resulting in a more complete understanding of malware behavior. Network games are similar to multipath exploration techniques, but are resistant to conditional code obfuscation. Our experimental results show that network games discover highly useful network information from malware. Of the 161,000 domain names and over three million IP addresses coerced from malware during three weeks, over 95% never appeared on public blacklists. We show that this information is both likely to be malicious and can be used to improve existing domain name and IP address reputation systems, blacklists, and network-based malware clustering systems.
了解网络游戏恶意软件中替代方案的流行和使用情况
在本文中,我们描述和评估了一种技术,以提高从动态恶意软件分析系统获得的信息量。通过在分析过程中玩网络游戏,我们探索恶意软件在认为其网络资源发生故障时的行为。这迫使恶意软件向分析系统揭示其替代计划,从而更全面地了解恶意软件的行为。网络游戏类似于多路径探索技术,但不受条件代码混淆的影响。实验结果表明,网络游戏可以从恶意软件中发现非常有用的网络信息。在三周内从恶意软件中窃取的16.1万个域名和300多万个IP地址中,超过95%从未出现在公共黑名单上。我们表明,这些信息既可能是恶意的,也可以用来改进现有的域名和IP地址信誉系统、黑名单和基于网络的恶意软件集群系统。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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