Vulnerabilities are often accompanied by cyberattacks. CVE is the largest repository of open vulnerabilities, which keeps expanding. ATT&CK models known multi-step attacks both tactically and technically and remains up to date. It is valuable to correlate the vulnerability in CVE with the corresponding tactic and technique of ATT&CK which exploit the vulnerability, for active defense. Mappings manually is not only time-consuming but also difficult to keep up-to-date. Existing language-based automated mapping methods do not utilize the information associated with attack behaviors outside of CVE and ATT&CK and are therefore ineffective. In this paper, we propose a novel framework named VTT-LLM for mapping Vulnerabilities to Tactics and Techniques based on Large Language Models, which consists of a generation model and a mapping model. In order to generate fine-tuning instructions for LLM, we create a template to extract knowledge of CWE (a standardized list of common weaknesses) and CAPEC (a standardized list of common attack patterns). We train the generation model of VTT-LLM by fine-tuning the LLM according to the above instructions. The generation model correlates vulnerability and attack through their descriptions. The mapping model transforms the descriptions of ATT&CK tactics and techniques into vectors through text embedding and further associates them with attacks through semantic matching. By leveraging the knowledge of CWE and CAPEC, VTT-LLM can eventually automate the process of linking vulnerabilities in CVE to the attack techniques and tactics of ATT&CK. Experiments on the latest public dataset, ChatGPT-VDMEval, show the effectiveness of VTT-LLM with an accuracy of 85.18%, which is 13.69% and 54.42% higher than the existing CVET and ChatGPT-based methods, respectively. In addition, compared to fine-tuning without outside knowledge, the accuracy of VTT-LLM with chain fine-tuning is 9.24% higher on average across different LLMs.
Highly interactive honeypots can form reliable connections by responding to attackers to delay and capture intranet attacks. However, current research focuses on modeling the attacker as part of the environment and defining single-step attack actions by simulation to study the interaction of honeypots. It ignores the iterative nature of the attack and defense game, which is inconsistent with the correlative and sequential nature of actions in real attacks. These limitations lead to insufficient interaction of the honeypot response strategies generated by the study, making it difficult to support effective and continuous games with attack behaviors. In this paper, we propose an autonomous attack response framework (named AARF) to enhance interaction based on multi-agent dynamic games. AARF consists of three parts: a virtual honeynet environment, attack agents, and defense agents. Attack agents are modeled to generate multi-step attack chains based on a Hidden Markov Model (HMM) combined with the generic threat framework ATT&CK (Adversarial Tactics, Techniques, and Common Knowledge). The defense agents iteratively interact with the attack behavior chain based on reinforcement learning (RL) to learn to generate honeypot optimal response strategies. Aiming at the sample utilization inefficiency problem of random uniform sampling widely used in RL, we propose the dynamic value label sampling (DVLS) method in the dynamic environment. DVLS can effectively improve the sample utilization during the experience replay phase and thus improve the learning efficiency of honeypot agents under the RL framework. We further couple it with a classic DQN to replace the traditional random uniform sampling method. Based on AARF, we instantiate different functional honeypot models for deception in intranet scenarios. In the simulation environment, honeypots collaboratively respond to multi-step intranet attack chains to defend against these attacks, which demonstrates the effectiveness of AARF. The average cumulative reward of the DQN with DVLS is beyond eight percent, and the convergence speed is improved by five percent compared to a classic DQN.