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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A Survey of Game-Theoretic Approaches to Modeling Honeypots</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Andrey Vishnevsky</string-name>
          <email>andreyryu@yandex.ru</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Information Security Department Bauman Moscow State Technical University Moscow</institution>
          ,
          <country country="RU">Russia</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Information Security department Bauman Moscow State Technical University Moscow</institution>
          ,
          <country country="RU">Russia</country>
        </aff>
      </contrib-group>
      <fpage>139</fpage>
      <lpage>142</lpage>
      <abstract>
        <p>- Honeypots are fake information resources that authorized users never connect with and which are under permanent control of information security specialists. Honeypots are widely used traps for hackers, which gather features of attacks. Collected features then are accumulated in anti-virus databases which serve as evidences in cyber forensics or as reference samples in machine learning systems. The quality of security tools depends on the ability to gather representative information about actual cyber-attacks.</p>
      </abstract>
      <kwd-group>
        <kwd>survey</kwd>
        <kwd>review</kwd>
        <kwd>honeypots</kwd>
        <kwd>machine learning</kwd>
        <kwd>game theory</kwd>
        <kwd>deception games</kwd>
        <kwd>intrusion detection</kwd>
        <kwd>information security</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>INTRODUCTION</p>
      <p>Honeypots are traps disguised as information resources,
which capture the details of computer attacks aimed at them.
The collected data is added to signature bases of antiviruses,
blacklists of firewalls and serve as reliable evidences in
computer forensics. All trapped files, links, ip-addresses and
other artifacts are clearly malicious software fragments,
because authorized users do not interact with honeypots.</p>
      <p>Modern honeypots emulate a wide range of vulnerable
programs from web-applications and database management
systems to VoIP-services, Internet-of-Things firmware and
industrial information systems. Honeypots have started
emulating not only server-side software but client-side
applications: web-browsers and plugins for them, office</p>
      <p>The reported study was funded by RFBR according to the research
project № 16-29-09517</p>
    </sec>
    <sec id="sec-2">
      <title>OTHER HONEYPOT REVIEWS</title>
      <p>
        In 2012 Bringer M.L., Chelmecki C., and Fujinoki H.
published the research in the field of honeypots aimed at the
invention of new types of honeypots, improvement of their
creation and configuration, optimization of output data
processing methods, and modernization of traps camouflage
[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>
        The history of honeypots’ evolution from 1997 to 2016 is
described by Nawrocki M. et al. in the survey [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Their review
summarizes that modern honeypots can emulate vulnerabilities
in files transfer services: SMB, FTP, TFTP [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]; remote access
services: SSH [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ], Telnet; email protocols: SMTP, POP3,
IMAP; database management systems: Elasticsearch, MSSQL,
MySQL [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]; wireless protocols: IEEE 802.11 (WiFi),
Bluetooth; entire workstations with operating systems:
Microsoft Windows XP, Windows 7, Linux, Android [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ];
web-applications: Apache, php-BB, php-MyAdmin,
webservers [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]; instant messaging services: IRC; applications for
voice communications: VoIP [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], emulate DNS
vulnerabilities, IoT devices [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] and Supervisory Control and
Data Acquisition (SCADA) systems [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ].
      </p>
      <p>
        However, the current situation of the game-theoretic
models realizations in honeypots is not detailed enough [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ].
We managed to find only one recent review of a game theory
application in honeypots that deserves attention. It was
published in 2016. Sangeetha R., Mohana M. have provided a
survey on game-theoretic approaches in honeypot enabled
networks for the Internet of Things (IoT) [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. They have
summarized risks of IoT infrastructures and classified
honeypots related to defense against attacks on IoT.
      </p>
      <p>In our view, many of the articles about realizations of
game-theoretic models in deception systems were not
mentioned in surveys. Our paper is intended to fill this gap.</p>
      <p>III.</p>
    </sec>
    <sec id="sec-3">
      <title>GAME-THEORETIC MODELS</title>
      <p>Researchers have proposed the game-theoretic approach to
make the behaviour of honeypots more like an operation of the
real computer. Table I. summarizes the articles in this category.
The table reflects the most essential features of proposed
gamemodels: definitions of players and list of available actions.</p>
      <p>In 2009, Wagener G. et al. has built and implemented a
high interactive honeypot disguised as a SSH-server [4].
Honeypot behaviour was determined by a game-theoretic
model and machine learning. In the restrictions of this model,
the attacker can input various commands into SSH-shell. The
honeypot can execute the entered commands or replace the
application which has to execute the command. The honeypot
payoff is defined as a number of new unknown dangerous
objects, in particular, the number of malicious files, which
were uploaded by the attacker. In this model, the honeypot
chooses actions with probability which is defined by a
predictor of a potential payoff. The predictor is learned using a
set of previous decisions of the honeypot.</p>
      <p>
        In 2012, Hayatle O., Otrok H., and Youssef A. proposed a
game-theoretic model of interaction between an attacker and
client honeypot [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. In this model, the attacker has a botnet, i.e.
a set of infected machines managed by him. The attacker
doesn’t know if his current target is a trap or a real host. In the
restrictions of the proposed game, the attacker, to not expose
his intentions, can probe the target in three ways: commands
the bot to attack the sensor machine, commands the bot to
attack the real target, chooses not to perform any activity. In
the case of successful probing, the intruder attacks his target or
otherwise retreats. The intruder can attack without preliminary
probing of the infected machine. The honeypot has only two
available actions: to allow the attack or to deny it. Optimal
strategies were theoretically established for the attacker and the
defender.
      </p>
      <p>In 2016, Mohammadi A. et al. suggested the honeypot
which is composed of fake avatars in social networks could
distinguish hacked profiles [6]. The signal games and Nash
equilibrium were used to develop the strategy of the honeypot.</p>
      <p>
        In 2016, Kiekintveld C., Lisy V., and Pibil R created a
game-theoretic approach to compute selection strategy of
nodes in computer network which are the most optimal to be
replaced by honeypots [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>
        In 2017, Shi L. et al. put forward the idea of a mimicry
honeypot system [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. In this model, the defense has at its
disposal real services, honeypots and pseudo honeypots (real
services disguised as honeypots). The goal of the defense is to
distinguish the attacker from a legitimate user. The proposed
game model was realized as vulnerable FTP-server and
validated by simulation.
      </p>
      <p>
        In 2017, Du Miao et al. tried to find out novel ways of
preventing DDoS attacks which were targeted at social
networks [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. The difference with the previous works is the
ability to see a new type of attackers as rational and adapting to
the strategy of the defender. They offered a new pseudo
honeypot game model based on a Bayesian game and showed
how to find Bayesian Nash equilibrium in the restrictions of the
proposed model. It was shown empirically that computed
optimal strategies make the defense more effective.
      </p>
      <p>
        In 2017, Ziad Ismail et al. formulated a game-theoretic
model for intrusion detection in computer networks [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. In the
restrictions of this model, the resources of the defense are
limited. The goal of the defender is to optimize the allocation
of intrusion detection systems (IDS) in the network.
Additionally, interdependencies between equipment
vulnerabilities were taken to improve the quality of
gametheoretic analysis. The proposed model was tested in a real
world scenario.
      </p>
      <p>
        In 2016, Hayreddin Ceker et al. proposed a game-theoretic
model of interaction between the defender and the attacker
[
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. The goal of the defender is to optimize the network
configuration for DoS attack prevention. In this model the
defender can camouflage honeypots as real services and vice
versa. The proposed model is based on signaling game with
incomplete information. The existence of perfect Bayesian
equilibrium was proved and used for finding optimal strategies.
It is expected that the proposed deception strategy could be
used to develop high quality and cheap security solutions for
preventing DoS-attacks.
      </p>
      <p>
        In 2017, Wang K. et al. formulated the interaction
between Advanced Metering Infrastructure (AMI) network and
the intruder as a game-theoretic model [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. The defender’s
challenge is to embed honeypots to an AMI network for DDoS
attack detection. To explore the optimal strategies of the
defender and the attacker Bayesian Nash Equilibriums were
used. The proposed game-theoretic model was validated
empirically in the smart grid and its efficiency was proved.
      </p>
      <p>
        In 2017, Nguyen T., Wellman M. P., Singh S. have
explored the problem of allocating detection resources
(detectors) in a computer network to deter botnet attacks [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
In our opinion, honeypots could be used as detectors in the
implementation of this model. In the proposed game-theoretic
model, the attacker eavesdrops on network traffic and tries to
send the stolen data outside the defender’s network. The
defender allocates limited detectors to protect the most
valuable resources of the network. The goal of the defender is
to randomize the placement of the detectors so that the
locations of them become unpredictable to the intruder. The
Players: real service, honeypot Real service, honeypot and pseudo
service and pseudo honeypot service, honeypot can provide service or not.
legitimate users and attackers [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] Legitimate user and the attacker can
provide access or not
      </p>
      <p>Honeypots are designed to attract intruders and collect
information about attacks. The game theory provides methods
which can be used to make traps more interactive and therefore
indistinguishable from real resources than traditional
algorithm of computing optimal game strategies was offered
with some heuristics for approximately solving the game when
the number of nodes in the network is large. Given game model
was evaluated via synthetic and real-world network topologies.
honeypots. Consequently, the area of adaptive honeypots is
relative to game theory topic as a point of novel game models
realization in the future. From the viewpoint of applying
gametheoretic approaches, in our opinion, are next articles about
adaptive honeypots.</p>
      <p>
        In 2017, Fernandez G., Nieto A., and Lopez J. have
formulated a concept of malware-driven honeypots and
developed a mechanism for the dynamic reconfiguration of
honeypots [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. The goal of the proposed honeypot
management system is to create trap environments so the
whole malicious activity could be captured. To fulfill malware
requirements the management system uses recent Indicators of
Compromise (IOS) from malware intelligence services such as
Malware Information Sharing Platform (MISP) and Virus Total
Intelligence (VTI). It is the first published approach of using
malware intelligence platforms for the dynamic deployment of
honeypots. In our opinion, malware writers choose required
features of a victim machine environment to infect as many
computers as they can and to be undetected as long as possible.
So, fulfilling the requirements of malware in traps can be
described in the future as a competitive game between the
defender and the attacker.
      </p>
      <p>
        In 2017, Pauna A. and Bica I. presented a changing
behavior honeypot system that overlaps with some of the
disadvantages in the existing deception systems [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. The
offered honeypot system is made by using Python and it
emulates a SSH (Secure Shell) server. The proposed system
interacts with attackers and uses means of reinforcement
learning algorithms. In our opinion, reinforcement learning of
honeypots can be used to make traps capable of dynamically
changing their behavior. This task is naturally related to
strategic decision making using game-theoretic approaches.
      </p>
      <p>
        In 2014, Pauna A., Patriciu V.V. have created an
autonomous honeypot system capable of learning and adapting
its behaviour by interacting with the attackers [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. The
designed case adaptive SSH honeypot is based on an existing
medium interaction honeypot (Kippo) and implements Case
Based Reasoning and Belief-Desire-Intention agents. Case
Base Reasoning system is a system which solves tasks by
making decisions used for similar tasks. The
Belief-DesireIntention agent model has a view of the world (Beliefs), a
number of goals (Desires) and possible actions (Intentions).
The actions are planned using the accumulated experience. The
practical experiments have shown that the number of captured
payload s is relatively similar to the ones obtained by the
standard Kippo honeypot. As in the previous work, game
theory approaches can be used to improve the intellectuality of
traps.
      </p>
      <p>
        In 2017, Orzel M.J. and Grzegorz K. proposed few schemes
of web-attack detection [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. For this purpose features from
web-server log files were used. The collection of events was
gathered from real web-site logs and helped to find unwanted
web crawlers’ traces. In our opinion, the considered features
from web server log files could be used for building web-based
server side honeypot system. Because there was no article
about implementing the game theory to web-based honeypots,
we mentions this article as a paper containing features to be
collected by novel server-side traps.
      </p>
      <p>For the last decades honeypots have evolved to networks of
sensors which emulate various types of devices and
applications. Honeypot configurations are increasingly based
on game-theoretic models. The game-theoretic approach is
used for honeypot preparation before an attack and for trap
behavior adaptation during an attack. However, most
publications about realization of game-theoretic models in
honeypots are purely theoretical. Only a few practices are
related to implementation of game-theoretic models to
honeypots disguised as FTP and SSH servers.</p>
      <p>
        Most effectiveness is expected from implementation of the
game-theoretic approach to high interaction honeypots and to
social networks, but this carries the risk of additional
opportunities given to the attackers. These risks are discussed
in the articles related to legal and ethical issues of using
honeypots [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ].
      </p>
      <p>The combination of the game theory and machine learning
has, in our view, the greatest potential for a honeypot to
develop. The honeypot experience enriched during the attacks,
by our estimates, will allow honeypot strategies to adapt so the
traps will be indistinguishable from real services.</p>
    </sec>
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