Communications between malware and other attack tools and their command systems can be used to identify an attack and trace its origin. Simply encrypting command and control (C2) traffic does little to prevent this, as the presence of the C2 traffic – even without knowing its precise contents – may be sufficient for attack identification and attribution. Because of this, various steganographic techniques have been developed as a way to obfuscate C2 communications. This paper considers the use of large-scale multi-player video games as a communications channel and discusses their benefits and drawbacks for obfuscating C2 traffic. Identification and mitigation techniques, which can be implemented by network operators, are discussed and evaluated.

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Use of Large-Scale Multi-player Video Games as a Steganographic Medium for Command and Control

  • Jeremy Straub

摘要

Communications between malware and other attack tools and their command systems can be used to identify an attack and trace its origin. Simply encrypting command and control (C2) traffic does little to prevent this, as the presence of the C2 traffic – even without knowing its precise contents – may be sufficient for attack identification and attribution. Because of this, various steganographic techniques have been developed as a way to obfuscate C2 communications. This paper considers the use of large-scale multi-player video games as a communications channel and discusses their benefits and drawbacks for obfuscating C2 traffic. Identification and mitigation techniques, which can be implemented by network operators, are discussed and evaluated.