制作网络欺骗游戏

M. Major, Sunny Fugate, Justin Mauger, Kimberly J. Ferguson-Walter
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引用次数: 0

摘要

网络欺骗通常是攻击者用来掩盖侦察活动和渗透网络的工具,同时躲避警惕的防御者。我们认为使用欺骗手段是网络和系统防御的必要组成部分。本文运用博弈论的方法分析了一种网络攻击场景,在这种场景中,欺骗防御者使用轻量级诱饵来隐藏和防御真实的主机。在我们的模型中,防御者和攻击者使用由真实系统和诱饵系统组成的资源进行游戏,每个玩家都有一组预先确定的行动,以及定义和评估单个玩家策略和收益的方法。我们的研究提供了一个通用的框架来表示欺骗游戏,使用多个游戏树和每个个体玩家对游戏结构和收益的知识的明确表示。我们展示了我们的多博弈树模型的图形表示和一个框架,用于表示和评估当攻击者不知道防御者可用策略的子集时的策略选择。最后,我们使用我们的框架提出了几个网络欺骗场景。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Creating Cyber Deception Games
Cyber deception has typically been a tool used by attackers to mask reconnaissance activities and infiltrate networks while keeping hidden from watchful defenders. We believe the use of deception is a necessary component of network and system defense. This paper uses game theory to reason about a cyberattack scenario in which a deceiving defender uses lightweight decoys to hide and defend real hosts. In our model, a defender and an attacker play out a game with resources consisting of both real and decoy systems, a set of pre-determined actions for each player, and a method for defining and evaluating individual player strategies and payoffs. Our research provides a general framework for representing deception games using multiple game trees and an explicit representation of each individual player's knowledge of game structure and payoffs. We present a graphical representation of our multiple game tree model and a framework for representing and evaluating the strategy selection when an attacker is unaware of a subset of the defender's available strategies. Finally, we present several cyber deception scenarios using our framework.
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