🤖 AI Summary
This work addresses the limitations of existing adversarial simulation tools, which rely on agent-based instrumentation of target systems, often leaving anomalous artifacts and failing to faithfully replicate human attacker behavior—particularly in critical phases of the cyber kill chain such as initial access and interactive operations. To overcome these shortcomings, the authors propose and implement an open-source attack scripting language coupled with an agentless execution engine that closely emulates real-world attacker tactics. This approach enables high-fidelity, interactive simulation of complete kill chain stages, including initial access, privilege escalation, and lateral movement. Experimental results demonstrate that system logs generated by this method exhibit significantly greater behavioral similarity to those produced by actual human-driven attacks, thereby enhancing the realism and effectiveness of security testing and intrusion detection research.
📝 Abstract
Adversary emulation tools facilitate scripting and automated execution of cyber attack chains, thereby reducing costs and manual expert effort required for security testing, cyber exercises, and intrusion detection research. However, due to the fact that existing tools typically rely on agents installed on target systems, they leave suspicious traces that make it easy to distinguish their activities from those of real human attackers. Moreover, these tools often lack relevant capabilities, such as handling of interactive prompts, and are unsuitable for emulating specific stages of the kill chain, such as initial access. This paper thus introduces AttackMate, an open-source attack scripting language and execution engine designed to mimic behavior patterns of actual attackers. We validate the tool in a case study covering common attack steps including privilege escalation, information gathering, and lateral movement. Our results indicate that log artifacts resulting from AttackMate's activities resemble those produced by human attackers more closely than those generated by standard adversary emulation tools.