Domain generation algorithms (DGAs) are commonly leveraged by malware to create lists of domain names which can be used for command and control (C&C) purposes. Approaches based on machine learning have recently been developed to automatically detect generated domain names in real-time. In this work, we present a novel DGA called CharBot which is capable of producing large numbers of unregistered domain names that are not detected by state-of-the-art classifiers for real-time detection of DGAs, including the recently published methods FANCI (a random forest based on human-engineered features) and LSTM.MI (a deep learning approach). CharBot is very simple, effective and requires no knowledge of the targeted DGA classifiers. We show that retraining the classifiers on CharBot samples is not a viable defense strategy. We believe these findings show that DGA classifiers are inherently vulnerable to adversarial attacks if they rely only on the domain name string to make a decision. Designing a robust DGA classifier may, therefore, necessitate the use of additional information besides the domain name alone. To the best of our knowledge, CharBot is the simplest and most efficient black-box adversarial attack against DGA classifiers proposed to date.
A recent innovation in the area of deep learning and generative modeling, is the or GAN, first proposed by @cite_11 . In the GAN framework, a generative model is trained by pitting it against an adversary. The adversary is a discriminative model whose goal is to discern whether a given sample came from the data generating distribution or from the generative model. The generator is trained to maximize the loss of the discriminator, so the GAN training procedure corresponds to a two-player minimax game. Ideally, when the training converges, the generator should recover the data generating distribution and the discriminator should not be able to do any better than random guessing.
@cite_11
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We propose a new framework for estimating generative models via an adversarial process, in which we simultaneously train two models: a generative model G that captures the data distribution, and a discriminative model D that estimates the probability that a sample came from the training data rather than G. The training procedure for G is to maximize the probability of D making a mistake. This framework corresponds to a minimax two-player game. In the space of arbitrary functions G and D, a unique solution exists, with G recovering the training data distribution and D equal to ½ everywhere. In the case where G and D are defined by multilayer perceptrons, the entire system can be trained with backpropagation. There is no need for any Markov chains or unrolled approximate inference networks during either training or generation of samples. Experiments demonstrate the potential of the framework through qualitative and quantitative evaluation of the generated samples.